Help needed testing 3.2.x Campaign games!

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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 08 Nov 2017, 14:59

I updated to master e449140 and tested beta 8 again. Now it isn't working as it should. The factories don't start working, when I attack the main base and the cyborgs in the SE corner don't attack me. Only the three time based factories are working, when the queue ended, the other three not. I think the reason is, that you removed camAreaEvent("groupTrigger", function(droid) in line 21 in commit 1dda935. I stopped testing, when the factories are not working even the coded queue ended. I attach two saves, one when I attacked the main base and neither the factories start working nor the cyborgs attack me and a second when the queue ended and you can see, that only three of the six factories are working.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 08 Nov 2017, 15:58

alfred007 wrote:Now it isn't working as it should. The factories don't start working, when I attack the main base and the cyborgs in the SE corner don't attack me. Only the three time based factories are working, when the queue ended, the other three not. I think the reason is, that you removed camAreaEvent("groupTrigger", function(droid) in line 21 in commit 1dda935.
Did you use the deity cheat? That will prevent anything that uses base detection as a trigger from happening. I tried this mission without the deity cheat, only using biffer baker, and everything works as it should.

Edit:
in rules.js:
Code: Select all
if (tilesetType == "URBAN")
   {
      replaceTexture("page-8-player-buildings-bases.png", "page-8-player-buildings-bases-urban.png");
      replaceTexture("page-9-player-buildings-bases.png", "page-9-player-buildings-bases-urban.png");
   }
   else if (tilesetType == "ROCKIES")
   {
      replaceTexture("page-8-player-buildings-bases.png", "page-8-player-buildings-bases-rockies.png");
      replaceTexture("page-9-player-buildings-bases.png", "page-9-player-buildings-bases-rockies.png");
   }
   else if (tilesetType != "ARIZONA")
   {
      setSky("texpages/page-25-sky-urban.png", 0.5, 10000.0);
   }
I think that last else if should be a regular if statement. Otherwise the urban and rockies maps get the orange Arizona sky texture.
Last edited by Berserk Cyborg on 08 Nov 2017, 16:16, edited 1 time in total.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 08 Nov 2017, 16:15

Yes I used the deity cheat. But I did it also in every beta test. And in the commits before 1dda935 the factories were working and the cyborgs attacked me even when I used the deity cheats. I use this cheat always to see if the factories are working or not. Maybe I find the time this evening to test it without deity cheat, but latest at weekend.
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Re: Help needed testing 3.2.x Campaign games!

Postby NoQ » 08 Nov 2017, 17:44

Berserk Cyborg wrote:That will prevent anything that uses base detection as a trigger from happening.

Shouldn't it just immediately trigger all detections?
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Re: Help needed testing 3.2.x Campaign games!

Postby NoQ » 08 Nov 2017, 17:48

Berserk Cyborg wrote:I think that last else if should be a regular if statement. Otherwise the urban and rockies maps get the orange Arizona sky texture.

Makes sense. No idea why is it different here from the mp/multiplay/skirmish/rules.js variant.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 08 Nov 2017, 18:44

NoQ wrote:
Berserk Cyborg wrote:That will prevent anything that uses base detection as a trigger from happening.

Shouldn't it just immediately trigger all detections?

As of right now it does not. It should do it and the only place the trigger is fired from is within function processVisibilityVision in visibility.cpp. The deity cheat, as of this moment, can negatively impact six campaign missions should it be used (some Alpha missions up to Alpha 8 and Beta 8 & 9).
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 08 Nov 2017, 19:10

The deity cheat was in fact the problem. After I reloaded a saved game from beta 8 without using the deity cheat the cyborgs immediately attacks me. And also all factories are working. The vtols are using the rearming pads and attacks me until I destroy them. Beta 8 looks good now.

Berserk Cyborg wrote:The deity cheat, as of this moment, can negatively impacts six campaign missions should it be used (some Alpha missions up to Alpha 8 and Beta 8 & 9).

Good to know. I would have used the deity cheat again in beta 9 testing.
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Re: Help needed testing 3.2.x Campaign games!

Postby NoQ » 08 Nov 2017, 19:29

Berserk Cyborg wrote:As of right now it does not. It should do it and the only place the trigger is fired from is within function processVisibilityVision in visibility.cpp. The deity cheat, as of this moment, can negatively impact six campaign missions should it be used (some Alpha missions up to Alpha 8 and Beta 8 & 9).

I see. I guess it'd be much easier to quick-test things during development if this is fixed. Maybe i never noticed it because most of the actual activity on missions that i've seen was triggered by entering an area, not detecting the base.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 09 Nov 2017, 00:57

I tested beta 9 and now it looks good. Both vtol groups attacked me and also all six tank killer hovers attacked my LZ. Queue for factory production at insane is also good. Produced enemy units attacked my LZ short after the second transporter has landed.
In the logs we have again a lot of mapTile infos, a few triggerEventSeen infos and unexpected path finding errors. These errors started with about 10 minutes left on the timer. But no influence on gameplay.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 11 Nov 2017, 20:52

I updated to master 27460ef and tested beta 10. Runs normal, but I found a few differences to 3.1.5. In 3.1.5 the factories are much more sooner producing units than in master. If I understand the wzscript file right they used three different queues: 30,60 and 90 seconds. In 3.1.5 the vtols are not using their patrol points, but are attacking the LZ directly. The tracked panther tanks of the west tank group are not attacking the LZ in master like they do in 3.1.5. After they arrived their second patrol point they do not move to the third but stay in the west. The western cyborg group attacks later in 3.1.5 than in master, but we should stay with the queue in master, it's more competetive.

I made a mod with a few changes and tested them. As the result I have the following suggestions for beta 10

1.) Give the vtols the order cam_order_attack instead of cam_order_patrol, so that they attack the LZ directly. Queue is good as it is. Due to that you can delete position 7-11 in the labels file.
2.) Decrease the enableFactories queue to 90 seconds, depending on difficulty.
3.) Decrease throttles of the heavy factories to 60 seconds and of the vtol factory to 70 seconds. Along with that reduce group size of the vtol factory from 5 to 4 because they have only 4 rearming pads. Makes more sense.
4.) Split the western tank group in a tracked and a hover group so that the tracked units are attacking the LZ again. Or do it in a different way.
5.) Use function truckDefense, so that the truck in the west is no longer useless standing in the west.

I also adjusted the assemblies of the heavy factories and reduced the size of RTLZ area, because with the current size the LZ get compromised even when the enemy unit is still at the northern banks of the river.

The path finding errors in the logs are belonging to beta 9 because I started the game from the end of beta 9. At the end of the log file are some trigger infos that belong to beta 10.

I also made a test with beta 9, where I reduced the group size of the cyborgs factories in base 2 and 3 back to 4. As the result the LZ get attacked in the second, the second transporter landed. It's worth for insane difficulty, but it only works if you slow down the timer for reinforcement choosing. If you don't they attack you before the transporter can land an then maybe your LZ is compromised and you have to fight them without reinforcements. Anyway, I think we should go back to the group size of 4 and see, what the other tester think about it when they test beta 9. Will be interesting.
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logs beta 10.zip
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labels beta 10.json
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 11 Nov 2017, 22:51

Ok, pushed 5f9aa021e8e719b1705f135b39042f22641b540c, 33ac8714edc33c5839e4af1f9115aed7ade90d9e.

Beta and Gamma campaigns now have the correct sky texture and fixed an extra video playing in Alpha 5 (there was a hackAddMessage there before only it was never set to play immediately).

I am starting my campaign play through over again seeing as I made a bunch of mistakes along the last one... Beta 3 was a massacre and honestly have no idea how I survived it (yes, I forgot about those 20 or so tanks that rush into Beta base...). Currently on Alpha 5.

Edit: wording.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 12 Nov 2017, 00:03

Because I'm at the end of beta testing I had a look into the code of gamma 1 for defining assemblies and now I'm a little bit confused. In line 109 you coded the factory names "NXcybFac-b4", "NXcybFac-b3-1", "NXcybFac-b3-2", "NXHvyFac-b3", and "NXcybFac-b2". That means for me, if I understand it right, that base 3 has one heavy factory and two cyborg factories. And the base that have this amount of factories is the base in the SW. But in line 276 stands detectMsg: "CM3A_BASE2" what I understand that the SW base is base 2. Am I understanding something wrong or is there detectMsg for base 2 and 3 reversed?

And one more thing is strange. When I open the labels.json file at master in the internet all positions are in a row with each other. When I open the file in my computer the rows are offset. Is it because I use jEdit or what is there going on? It's the same with the labels of beta 10 I changed today. In my computer everything is in a row with each other, in the commit they are offset. I don't understand it.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 12 Nov 2017, 00:45

alfred007 wrote:Because I'm at the end of beta testing I had a look into the code of gamma 1 for defining assemblies and now I'm a little bit confused. In line 109 you coded the factory names "NXcybFac-b4", "NXcybFac-b3-1", "NXcybFac-b3-2", "NXHvyFac-b3", and "NXcybFac-b2". That means for me, if I understand it right, that base 3 has one heavy factory and two cyborg factories. And the base that have this amount of factories is the base in the SW. But in line 276 stands detectMsg: "CM3A_BASE2" what I understand that the SW base is base 2. Am I understanding something wrong or is there detectMsg for base 2 and 3 reversed?
:? Must have misnamed them.

alfred007 wrote:And one more thing is strange. When I open the labels.json file at master in the internet all positions are in a row with each other. When I open the file in my computer the rows are offset. Is it because I use jEdit or what is there going on? It's the same with the labels of beta 10 I changed today. In my computer everything is in a row with each other, in the commit they are offset. I don't understand it.
Tab vs. space issue most likely. All of the labels files are formatted wrong anyway (each label should not be confined to one line). I think there are online json checkers that will reformat everything as it should be, so I will give that a try.

Much like what I asked when everyone finished Alpha: Anything need adjusting/improvements pertaining to all of the Beta missions?
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 12 Nov 2017, 05:53

Ok so updated to master
warzone2100-master-20171111-212748-33ac871.exe (11-Nov-2017)

Started the campaign again and I'm currently at Alpha 05 and i have receved a few script errors here is the log

Code: Select all
--- Starting log [C:\Documents and Settings\<user name>\Desktop\Warzone 2100_portable-master\Warzone 2100 master\logs\WZlog-1111_215355.txt]---
error   |12:50:08: [js_hackRemoveMessage:4044] cannot find message - C1B_BASE2
error   |12:54:40: [js_hackRemoveMessage:4044] cannot find message - C1B_BASE0
error   |01:50:25: [js_removeObject:2357] Object id 166095 not found belonging to player 12
error   |01:50:25: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:139
error   |01:50:25: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:727
error   |01:50:25: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:3077
error   |01:50:25: [callFunction:209] 3 : <global>() at -1
info    |01:50:25: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 139: ReferenceError: psObj failed in js_removeObject at line 2357
info    |01:50:25: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |01:51:05: [js_removeObject:2357] Object id 166105 not found belonging to player 12
error   |01:51:05: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:139
error   |01:51:05: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:727
error   |01:51:05: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:3077
error   |01:51:05: [callFunction:209] 3 : <global>() at -1
info    |01:51:05: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 139: ReferenceError: psObj failed in js_removeObject at line 2357
info    |01:51:05: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |01:54:48: [js_removeObject:2357] Object id 166139 not found belonging to player 12
error   |01:54:48: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:139
error   |01:54:48: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:727
error   |01:54:48: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:3077
error   |01:54:48: [callFunction:209] 3 : <global>() at -1
info    |01:54:48: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 139: ReferenceError: psObj failed in js_removeObject at line 2357
info    |01:54:48: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
error   |02:02:51: [js_removeObject:2357] Object id 166215 not found belonging to player 12
error   |02:02:51: [callFunction:209] 0 : camSafeRemoveObject(obj = [object Object]) at script/campaign/libcampaign.js:139
error   |02:02:51: [callFunction:209] 1 : __camPickupArtifact(artifact = [object Object]) at script/campaign/libcampaign.js:727
error   |02:02:51: [callFunction:209] 2 : cam_eventPickup(feature = [object Object], droid = [object Object]) at script/campaign/libcampaign.js:3077
error   |02:02:51: [callFunction:209] 3 : <global>() at -1
info    |02:02:51: [callFunction:212] Uncaught exception calling function "cam_eventPickup" at line 139: ReferenceError: psObj failed in js_removeObject at line 2357
info    |02:02:51: [callFunction:212] Assert in Warzone: qtscript.cpp:212 (false), last script event: 'N/A'
info    |02:32:43: [triggerEventSeen:1288] Scripts not initialized yet
info    |02:32:43: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: 'N/A'
info    |02:32:43: [triggerEventSeen:1288] Scripts not initialized yet
info    |02:32:43: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: 'N/A'
info    |02:42:14: [triggerEventSeen:1288] Scripts not initialized yet
info    |02:42:14: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: 'N/A'
info    |02:42:14: [triggerEventSeen:1288] Scripts not initialized yet
info    |02:42:14: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: 'N/A'
info    |02:54:57: [loadLabels:980] Unit 57 belonging to player 7 not found from label group_1
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 66 belonging to player 7 not found from label group_1
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 67 belonging to player 7 not found from label group_1
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 68 belonging to player 7 not found from label group_1
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 225 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 227 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 235 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 279 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 280 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 281 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 282 belonging to player 7 not found from label group_2
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |02:54:57: [loadLabels:980] Unit 340 belonging to player 7 not found from label group_3
info    |02:54:57: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:06: [removeFromGroup:430] Bad group count in group -3 (was 0)
info    |03:02:06: [removeFromGroup:430] Assert in Warzone: qtscriptfuncs.cpp:430 (newValue >= 0), last script event: '<none>'
info    |03:02:06: [removeFromGroup:430] Bad group count in group -3 (was 0)
info    |03:02:06: [removeFromGroup:430] Assert in Warzone: qtscriptfuncs.cpp:430 (newValue >= 0), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 57 belonging to player 7 not found from label group_1
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 66 belonging to player 7 not found from label group_1
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 67 belonging to player 7 not found from label group_1
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 68 belonging to player 7 not found from label group_1
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 225 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 227 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 235 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 279 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 280 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 281 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 282 belonging to player 7 not found from label group_2
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:02:52: [loadLabels:980] Unit 340 belonging to player 7 not found from label group_3
info    |03:02:52: [loadLabels:980] Assert in Warzone: qtscriptfuncs.cpp:980 (psObj), last script event: '<none>'
info    |03:09:16: [removeFromGroup:430] Bad group count in group -3 (was 0)
info    |03:09:16: [removeFromGroup:430] Assert in Warzone: qtscriptfuncs.cpp:430 (newValue >= 0), last script event: '<none>'
info    |03:09:16: [removeFromGroup:430] Bad group count in group -3 (was 0)
info    |03:09:16: [removeFromGroup:430] Assert in Warzone: qtscriptfuncs.cpp:430 (newValue >= 0), last script event: '<none>'
info    |03:22:11: [triggerEventSeen:1288] Scripts not initialized yet
info    |03:22:11: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: 'N/A'
info    |03:22:11: [triggerEventSeen:1288] Scripts not initialized yet
info    |03:22:11: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: 'N/A'
info    |03:23:51: [triggerEventSeen:1288] Scripts not initialized yet
info    |03:23:51: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: '<none>'
info    |03:23:51: [triggerEventSeen:1288] Scripts not initialized yet
info    |03:23:51: [triggerEventSeen:1288] Assert in Warzone: qtscript.cpp:1288 (scriptsReady), last script event: '<none>'


in addition the trigger for New Paradigm base on alpha 5 seems to be broken currently, you are not getting the FMV when you attack there base and the units in there base are not coming out to attack you nor is the factory producing any units.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 12 Nov 2017, 10:56

Berserk Cyborg wrote:Did you use the deity cheat? That will prevent anything that uses base detection as a trigger from happening. I tried this mission without the deity cheat, only using biffer baker, and everything works as it should.

Berserk Cyborg wrote:The deity cheat, as of this moment, can negatively impact six campaign missions should it be used (some Alpha missions up to Alpha 8 and Beta 8 & 9).


Same question now. Did you use the deity cheat? In beta 8 I had problems with the factories and enemy units because I used the deity cheat. Without deity cheat everything worked as it should. But this is still no explanation for the error messages in your log file.
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