|
|
|
|
October 31st, 2003, 11:39 PM
|
Corporal
|
|
Join Date: Oct 2003
Location: Chicago
Posts: 77
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Mission Design!! Help!!!
Ok, I'm trying to make some new missions for my mod. The first one, you have to collect 7 fighters to proceed. So, I'm using Status Component On Player Ship as the trigger, and I've set up the fighter in the Main_Components.txt file have an Event ID of 1. My event in the Main_Events.txt file looks like this:
Event Name := Event Commander Aries 1 Finish
Event Group ID := 0
Event Enabled := False
Event Permanent := False
Event Triggered Only On Map :=
Trigger Conditionals := AND
Number of Triggers := 1
Trigger 1 Type := Status Component On Player Ship
Trigger 1 Param 1 := 1
Trigger 1 Param 2 := 7
Number of Results := 2
Result 1 Type := Mission Completed
Result 1 Param 1 := Mission Commander Aries 1
Result 2 Type := Event Enable
Result 2 Param 1 := Event Commander Aries 2 Start
Result 2 Param 2 := TRUE
Yet every time I get the 7 fighters, the game crashes with a Stack Overflow Error. It only happens if the mission is enabled, and if I set it to a different trigger (Player Changes Credits, for example) everything works fine. Anyone have any ideas what's going on here?
__________________
In theory, there's no difference between theory and practice, but in practice, there is.
|
November 1st, 2003, 12:39 AM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mission Design!! Help!!!
Try using an actual component, instead of cargo, and see what happens.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
November 1st, 2003, 02:12 AM
|
Corporal
|
|
Join Date: Oct 2003
Location: Chicago
Posts: 77
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mission Design!! Help!!!
Nope, that didn't work. Good theory, though. Anyone else have any ideas?
__________________
In theory, there's no difference between theory and practice, but in practice, there is.
|
November 1st, 2003, 02:20 AM
|
Corporal
|
|
Join Date: Oct 2003
Location: Chicago
Posts: 77
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mission Design!! Help!!!
Ok, I think I figured out a workaround. If I add a second condition ("Player Changes Credits"), it works. Weird.
__________________
In theory, there's no difference between theory and practice, but in practice, there is.
|
November 3rd, 2003, 08:40 PM
|
Corporal
|
|
Join Date: Oct 2003
Location: Chicago
Posts: 77
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mission Design!! Help!!!
Argghh! Now I've got a new problem. Ok, you pick up your fighters, and the next mission you have to go deliver some diplomats. I basically swiped the code for this from Job Abbidon Operations 2 from Main_Jobs.txt, Campaign 2. The pick up and drop off works fine, but for some reason, it also drops off the fighters.
Apparently, when I set an event ID for a component in Main_Components.txt, delivery missions automatically deliver that component ALONG with whatever else you're supposed to deliver.
Any ideas? Anyone?
__________________
In theory, there's no difference between theory and practice, but in practice, there is.
|
November 3rd, 2003, 09:56 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Mission Design!! Help!!!
I'd send that one as a bug to MM..unless you've set the event ID in the delivery mission?
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|