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> FS Final Battle of Ypres (2-3) 2.0, Having some problems
KingByng
post Jan 7 2008, 11:06 PM
Post #1


Cyborg
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Joined: 17-February 07
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Member No.: 869
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Favorite game: Tiberian Sun



Ok the more I look at my first completed map, the more I realize that it sucks so much that even a pirate would touch it with a ten foot pole (Thats when the ninjas would attack, when the pirates are distracted tongue.gif). So last week I decided to do a little remake the map. Among various other things, I put in a train. I followed the tutorial to the letter (with the exception of having a bigger train, 10 cars total instead of 4). The problem I am having is that the train goes through the loop once without stopping when its not supposed to (there should be 1 stop), then reaching a certain point, where it freezes. Any suggestions?

P.S. I'm a bit rushed, so I'll post the new map in a bit. Stay tuned.

EDIT: Turns out I'm not going anywhere. Here's the map:

EDIT 4: Map has been released, check out the thread in Finished Map subforum.

Note that it is far from being done.

P.S. For full understanding of the ninja-pirate stuff, reference the pirate vs. ninja thread.

EDIT 2: Here is a link to version 1, if anyone is interested.

EDIT 3: Also, any comments on the map itself as it stands in the download would be appreciated as well

This post has been edited by Cross: Jul 10 2008, 02:02 AM
Attached File(s)
Attached File  FSFBY23P2.ZIP ( 87.07K ) Number of downloads: 187
 


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Shakar
post Jan 8 2008, 01:22 AM
Post #2


Hum-vee
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Hmm... Well, before I test it in game to see this train problem, I'll look at it's script and see what MIGHT be the problem. I have an idea of what might be it... Since I'm already looking into it, I'm also checking for cliff errors. So far, I have found alot with the screen south facing cliffs, which I'm taking the liberty of my own time to fix.

*A few minutes later*

Ok... I fixed the cliff errors that I have found, though with very little sacrifices that I made up for... An example would be the leftmost cliffs, had to move that rise up one tile away from the edge, the other being one tile of tiberium having to go... Which I placed in a spot next to it not needing fixing... I noticed on your train script that the "
Jump To Line #" is set to 0. Yes, 0 is the first action, but the game will see it as line 1, so I set it to 1. Now for me to test it in game, hopefully it should work. If not, I'll just re-dl it and just fix the script, if I can. Be back with my report on this in a bit.

EDIT:

Ok, with my unmodded TS... Except for the TX part... I tested the map with my fixes... And it crashes after I see the train... It passed by, yes, a little too fast and early seeing the spot where the train was supposed to start... I'll re-download the map and replace my changed one and just look at hte script ;( Maybe then it should work. Be back in a bit with my next report.

~Da Shakster, Shakar Producitons

EDIT 2:

I don't seggest using decimals when using the guard command in scripts. But I have no other clue what the problem is other then taking the decimal point out and setting the "Jump to Line" number to 1. ;( Sorry, but at least I tried to help you.

This post has been edited by Shakar: Jan 8 2008, 01:38 AM


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