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FS Final Battle of Ypres (2-3) 2.0, Having some problems |
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Jan 7 2008, 11:06 PM
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Cyborg

Group: Members
Posts: 359
Joined: 17-February 07
From: Upper Canada
Member No.: 869
Alliance: GDI
Favorite game: Tiberian Sun

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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  ). 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
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Jan 8 2008, 01:22 AM
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Hum-vee

Group: Members
Posts: 182
Joined: 4-December 07
From: Underground...
Member No.: 1,068
Alliance: Forgotten
Favorite game: Tiberian Sun

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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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Current Projects:Train PackMarble Madness ExpansionFinished Projects:Urban Rush Remake
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Jan 8 2008, 01:51 AM
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Cyborg Reaper

Group: Members
Posts: 1,173
Joined: 21-October 06
From: Ohio
Member No.: 27
Alliance: Nod
Favorite game: Tiberian Sun

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one thing with trains....you should try to keep them a few cells away from the red lines....as that causes them to stop and disappear for some reason. That is pretty much the sole reason they got cut from my Lake Istelv map because I could move them farther away but then those areas would have looked funny. I think a problem may occur with the .10 for time tickers for the train to stay in a spot...I don't think using a decimal would be very good. In fact that may be causing an error. About 50 tickers is a good length of time for a train to stop and "unload/load" whatever it has. Or you can make it shorter but I would have it at lowest be set to 15. Other than that I don't see a problem with the script. As for the jump to line thing I do believe setting it to jump to line 0 is the way it should be because otherwise it won't be told to travel back to the (move to waypoint 11) and it will wait...then move to waypoint 10 and wait some more. Thus it will stay at waypoint 10 because it is already at waypoint 10.  As for the task force....You should only have to use 1 thing in the task force and that is the locomotive. Then you set the others to follow it like you have. As for the team types. You should set the tag in the teams section to the train trigger. Then you need to attach the trigger to the locomotive. Sometimes it works fine without doing this but its a risky situation. With your map it works simply because those are the only vehicles already placed in the whole map defined with that task force. But say if you had a moving Bus and you had several other buses on the map then it would choose a random bus or just make them all follow that script based off the team type. So...what you should try to do are these: -make your task force only be the locomotive -attach your trigger to your locomotive -set the tag for the team type to be the train trigger -change the script part from a .10 to a number that is 1 or greater. (personal preference is at least 15-100 depending on what else is happening) -If you do all of the above and it is still not working then you may want to move your train and tracks away from the red line on the map. As for the map detail and layout and other stuff... -Terrain in general is too blocky IMO -Many cliff errors. Are you using Marble madness? -watercliff to shore piece not being used in the spot where you change from water cliff to normal cliffs -the area near the shore of that river that is slope. (the southern side for the most part) needs variation as it is all leveled to the cliff and pretty much right against the shore. -Some imbalance issues such as the 2 VHMs in the top right corner being closest to the bottom right player. The bottom right player being secluded in a way from the other players. I feel I need to stop adding comments or else I might end up writing a full novel XD so those are my comments so far.
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My own Project: Tiberian Sun: Covert OperationsNewest map releases: Yelcraz Island (2-3), Lake Istelv (2-4), Tiberian Ring (2-4), Moonlit Waters of Esvia (2), Imminitas Terra (2), Christmas in the Village (2), A City Consumed (2-4), Crescent Isle (2), Velillian Islands (2-4), FS Hell's Crevice (2), Island of Mercanf (2-3), Perseco Terra (2), Kalistia Crestlands (2) ...project re-genesis has begun...
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Jan 8 2008, 06:56 AM
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Ghost Stalker

Group: Members
Posts: 1,282
Joined: 27-October 06
From: Norway
Member No.: 173
Alliance: Nod
Favorite game: Tiberian Sun

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Well, I gotta agree with Ixith.. Upload screenshots next time aswell. I think the cliffies do need work, they're a bit repeated and straight at some points, try to have a rule of not repeating the same cliff angle more than three times.. that works.. and never use the same cliff after one.. you did that some places too. The city is ok, and the layout is too... but I think you should drop having the huge slope elevation from water, it looks un-netrual, especially when it is not smooth. The slope set in the northeast isn't correctly added.. The swampy stuff won't lat because it's added wrong. You definitely need more detail, and you need more smooth and round slopes, not blocky. I'm not sure about the lighting since I don't have any screens, i'm too lazy to go ingame. Also you need to add a water shore cliff from water cliffs to end a shore, and then start the just water cliffs again.. The pavement around the old bases is far to blocky.. If you correct these things your map is probably some good stuff! To be honest I think you have been lazy.. take your time, don't rush.. Good luck!
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Perfection can never be achieved; it's merely approachable.
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Jan 9 2008, 02:18 AM
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Cyborg

Group: Members
Posts: 359
Joined: 17-February 07
From: Upper Canada
Member No.: 869
Alliance: GDI
Favorite game: Tiberian Sun

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Well, Ixith, I did everything you said, and all it did was make the locomotive move without the rest of the train! When it circled around, it disappeared. Also, I've changed the map a lot since I uploaded it, so here is the current WIP:
FSFBY23P2C2.ZIP ( 90.69K )
Number of downloads: 221P.S. Yes, I know this is a double post, but I'm kinda hoping the rest of the Mapping Pantheon will notice if I keep bumping
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Jan 13 2008, 11:55 PM
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Hum-vee

Group: Members
Posts: 161
Joined: 28-October 06
From: Fremont, CA
Member No.: 180
Alliance: GDI
Favorite game: Tiberian Sun

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Analyzed your map and detected the following errors: Scripts - "Jump to line #" parameter is invalid - Set parameter to 1 instead of 0 (1 = 0, 2 = 1, ... )Explanation: We're not dealing with parameter numbers. We're dealing with line numbers. Meaning that it's through the line of the script, not the script location numbers. Many people get confused with this one. There is no such thing as a 0th line, because it would mean that the script is pointing to a non-existent script line. Teams - "Max" was set to 9 - Set to 1.Explanation: This is only for the singular unit you listed in teamtypes. What "Max" means is how many times the AI will repeat this team. - Unnecessary / invalid trigger under "Tag" - Remove trigger.Explanation: This is only for attaching triggers on team units. Create team triggers are not needed to be placed here. Placing the trigger under the tag implied that you were attaching a "Create Team" trigger on a team that has already been created. This is repetitive and is therefore, unnecessary. Map Placement - Locomotive unit placed out of bounds - Move all train units and waypoints one cell back on the track.Explanation: I noticed after testing that the locomotive disappeared after its first run. Upon analyzing your unit placement, I noticed that the locomotive was placed out of bounds. All units MUST be placed 3 cells below the blue line ONLY when dealing with the north blue borderline in order for them to not disappear when moving into that cell. After testing, your unit functioned the way you wanted it to. Enjoy.
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Jan 15 2008, 02:29 AM
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Cyborg

Group: Members
Posts: 359
Joined: 17-February 07
From: Upper Canada
Member No.: 869
Alliance: GDI
Favorite game: Tiberian Sun

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Hurray for Yoshi! It works perfectly fine now, thank you so much Yoshi! Thanks also to Ixith, CrashKing and Shakar, who at least tried to help out with the train problem. I did, however, have to shorten the train a bit ( 4 cars):  Now I know what you're thinking. Terrible lighting right? Well, I'm thinking a darker blue, but I'm lighting retarded, so any advice toward lighting would go a long way..... P.S. Yes, I am aware this is a double post, but I would like some attention to this so....
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