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> Funny Error Happened
Devastator
post Nov 10 2010, 10:23 PM
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Two things.
1)I found a funny error. Don't try this at home kids. (Actually, yes you should try it lol.gif ) I played on a map (Those of you smart enough may tell that this is Aro's old mission Mutant Prototype V3. I decided to try it out since TI is the only place I've witnessed his maps.

Since it was called nod1a.map, I moved it into a new mix called MAPS02. (Yes created a backup for the original) After passing the score screen, I'm suprised the game didn't say "Unable to Initiate Map Selection!" It went to the map selection screen. When I clicked on it, I expected an IE but instead it said "Unable To Read Scenario" and this happened.
Attached Image
Lol, funny dance. Most vehicles are flipping over and spinning. And it still says Mission Accomplished. I can move very slowly and cannot unselect my Light Tank. I tried this with my mod and in vanilla. Same error happened. (Above Screenshot is modded)

2) I'm creating a new GDI campaign. (Created a backup for MAPS01 of course) It is not modded so everyone will be able to play it. Firestorm will not be required either. I'm encountering a problem however. When I start, it automatically says "Mission Failed"

At first I thought it was because at the beginning of the mission, there are no GDI units but a team that comes onto the map. You can barely see them entering the map when it says "Mission Failed"

But I placed a Titan and I still failed when it started.
The Lose trigger's event is "Destroyed All" and the house is GDI. The house of the trigger itself is GDI.
Attached File  New_GDI1A.zip ( 24.4K ) Number of downloads: 273

Note that the mission is incomplete. You don't need to test it, just look it over in FinalSun.


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Nyerguds
post Nov 11 2010, 12:04 PM
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Cyborg
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It's a known bug. Happens whenever there is no next map to go to, IIRC.


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Ixith
post Nov 11 2010, 02:28 PM
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concerning the mission problem you're having that you slipped into this topic as more of a "oh yea that was funny but umm can you help me with this too since you're already in the topic?". The problem doesn't sit with the the lose trigger, but rather the win trigger. You currently have it set up as:

Trigger House: GDI
Event: Destroyed All -> OldNod
Actions: Win -> Nod

thus you lose. If you change the actions parameter of the Win to GDI instead of Nod then it'll instantly say Mission Accomplished instead.

why it's happening right at the start seems to be it not recognizing your OldNod house that you made. As if you switch the win parameters to make it so that Nod must be destroyed to win then it doesn't instantly end the map.
As to why it's doing that I didn't really take much time to look, but there are work arounds if you have to use them but i suggest toying with the OldNod house and what not first to make it work. If i come across more time then maybe i'll look some more and identify it for you.


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Team Black
post Nov 11 2010, 02:34 PM
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Core Defender
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I remember my first encounter with this bug..
you're right, it's pretty funny smile.gif


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Devastator
post Nov 11 2010, 10:26 PM
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Well Ixith the problem is still happening.

I changed the Win Trigger twice.
First change was this.

Trigger House=OldNod
Event 0=Destroyed, All (OldNod)
Action 0=Winner is (GDI)

The second change had plain old Nod as the trigger house.

@Team Black:Personally I thought the Harvester looked the coolest. (From my screenshot) smile.gif

This post has been edited by Devastator: Nov 11 2010, 10:27 PM


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Ixith
post Nov 12 2010, 05:09 AM
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Cyborg Reaper
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I must have failed to clarify, but i meant if you change the event parameter to Nod instead of OldNod then the game won't just end instantly. Sooo

Trigger House: GDI
Event: Destroyed All -> Nod
Actions: Win -> GDI


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SeekSomethingNew
post Nov 18 2010, 12:32 PM
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I love this bug, its the only bug i think i am really interested in, i wanna know what causes the objects to have a disco...


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