Re: Single Player mini-mod WIP

G_Redeye wrote:
Twigs wrote:

You shouldn't need to add that to each block, just add it at the start. Then each vehicle of that type will be locked to it's set team.

Awwww you're right Twigs, I have to admit I've me***d this, sorry guys neutral

Firstly, the exact way of adding the "object locking" lines using the example mentioned above is:

ObjectTemplate.active Tie_Interceptor_Atmospheric
ObjectTemplate.dontclearteamonexit 1
ObjectTemplate.locktoteam 1

rem [ObjectSpawnerTemplate: bot_tie1]
ObjectTemplate.create ObjectSpawner bot_tie1
ObjectTemplate.activeSafe ObjectSpawner bot_tie1
ObjectTemplate.modifiedByUser "Eier"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.grip 1
ObjectTemplate.setObjectTemplate 1 Tie_Interceptor_Atmospheric
ObjectTemplate.minSpawnDelay 0
ObjectTemplate.maxSpawnDelay 1
ObjectTemplate.maxNrOfObjectSpawned 9999
ObjectTemplate.holdObject 1
ObjectTemplate.teamOnVehicle 1

That is, the locking lines must be the first, plus there are 3 of them actually:

ObjectTemplate.active anystarfighter
ObjectTemplate.dontclearteamonexit 1
ObjectTemplate.locktoteam 1

Secondly, although these lines do prevent human players from getting in starfighters of the opposing team, I'm not sure now that they completely remove all the CTD causes since I'm testing a conquest cooperative version of bandomeer using the locking lines and I'm still having CTDs sad

The only hope that there may be other vehicles on the map that aren't locked and should be ... I'm about to give it up anyways, sorry neutral

It would be awesome if this would be taken over by the devs from this point ...

Apologize...Apologize...Apologize...Apologize...Apologize...Apologize...Apologize

If you moved anything around to where a bot could spawn into a land vehicle, that would cause a crash on Bandomeer.

Re: Single Player mini-mod WIP

Dnamro wrote:

If you moved anything around to where a bot could spawn into a land vehicle, that would cause a crash on Bandomeer.

I had a strange experience that seems to confirm this as for starfighter crafts as well, I'm in the habit of landing and repairing my craft in the middle of the dogfight and I've found that if I accidentally do this near a cp of the opposing team, it may trigger a CTD sooner or later, at least when I'm doing it while I'm on the rebel side. It seems to result from this that as soon as a bot "detects" an abandoned craft/vehicle around its own spawn point, it will pick it regardless of the owner team of that craft what's locked to it (to repair a craft you must leave it).

Another problem is that T16s can not be locked with the locking lines. I could still trigger the CTD using the locking lines for all the fighter crafts (including T16s) with getting in a T16 while I was on the imp side.

It's not the place or the time what's really important in the Universe but the speed ...

Re: Single Player mini-mod WIP

FSX related
Installation question

Do you have to install First Strike Extended 1.0, then First Strike Extended 1.1, THEN First Strike Extended Map Pack 1 in this particular order?

Thanks

Marklar Leader: On the planet Marklar, we call every person, place or thing, Marklar.
Kyle: Doesn't that get confusing?
Marklar Leader: No, not at all. Hey, Marklar!
Marklar: Yes, Marklar?                                                                                        Marklar Leader: You see?

Re: Single Player mini-mod WIP

FSX 1.1 is a full install.   You can delete the FSX 1.0 mod before installing FSX 1.1.   Then install the FSX mappack.


There is no need to lock vehicles in single player.

Re: Single Player mini-mod WIP

Dnamro wrote:

FSX 1.1 is a full install.   You can delete the FSX 1.0 mod before installing FSX 1.1.   Then install the FSX mappack.


There is no need to lock vehicles in single player.

Thanks Dnmaro, I'll try that out.
Force points 2 u

Marklar Leader: On the planet Marklar, we call every person, place or thing, Marklar.
Kyle: Doesn't that get confusing?
Marklar Leader: No, not at all. Hey, Marklar!
Marklar: Yes, Marklar?                                                                                        Marklar Leader: You see?

Re: Single Player mini-mod WIP

Another update of Bandomeer Refinery Assault ctd problem

Got back and continued studying the map and managed to reduce the possibility of ctds on First Strike core mod version of the map so the ctd rarely happens playing it with a ticket ratio of 200. Too bad the game is just too short with that ticket ratio, while if I increase the ticket ratio to 1000 (what would give the fight an adequate duration), the ctd will surely occur in the game before any of the teams would win sad Therefore I ceased studying the map with FS core, copied the whole project into FSX\levels and continued tweaking it in FSX, and I managed to finish tweaking the map so it works without ctd now, with any ticket ratio and now I have a completely new theory for the cause of the ctd on FS core version of the map due to my experiences.

Firstly, my earlier statement, that "T16s can not be locked with the locking lines" is not true, the cause I couldn't lock them was that the setup of the 'humanplayer' T16 spawners din't contain TeamOnVehicle setup and if you try to lock a vehicle/craft that doesn't have any team attached to it, it will simply remain unlocked for all teams. Secondly, Dnamro's statement that "If you moved anything around to where a bot could spawn into a land vehicle, that would cause a crash on Bandomeer" also doesn't solve the ctd problem, since if the ctd cause was "bot spawning around land vehicles" this could've been easily removed by removing all the land vehicles, what I've incidentally done, I've "rem-med off" all the land vehicles of the map, and the ctd still remained there. It results from these, that I had to look for something else, so after relocating all the human spawners around both rebel and imp HQs (all of these must be close to starfighters if you don't have land vehicles otherwise you have to run about a lot before you could get in a fighter) and making some other smaller changes (enhanced the number of human starfighter craft spawners according to cq coop mode etc.), I thought I should try to prevent bots from leaving their crafts during the fight at all, since I suspected that if they do it they can get in a situation what the "dogfighter bot code" is not prepaired for. The only way I could achieve this is to bring in space version of all the bot starfighters instead of their atmospheric version, and this was the point where I had to change over from FS core mod to FSX, since bringing in space version of bot starfighters caused an extra ctd on FS core mod Bandomeer, while FSX Bandomeer copy allowed me to do so. However ... there is one craft that doesn't have a space version: T16, so the final solution was - doing it with a bleeding heart since I love T16s - to completely remove bot T16s (I've removed human T16 spawners later as well, since imp bots kept attacking them instead of their real enemies, the flying x-wings). This way finally I have a Bandomeer Refinery version that's completely ctd free, what still needs some further tweaking though, since I'm not satisfied with the performance of the imp bots.

And now, the promised "new theory" for the cause of FS core mod Bandomeer ctd:

All bots try to eject when their craft gets close to explosion during the dogfight, what wouldn't be a problem, but a certain percentage of the bots survive the ejection and manage to touch down. If 2 (or more) ejected bots of the opposing teams get in visual range of each other while they are on the ground, they should act as they do on an infantry map, what their dogfight botcode is simply not prepared for.

Other Experiences:

Both human players and bots are unable to spawn in regular Tie Fighters (T/Fs) on Bandomeer Refinery (in both FS core and FSX). Human players are able to get in them though (bots prolly can get in them too but I din't test it), so I've added some human T/F spawners to the map (work on both FSX and FS core).

The firepower and manoeuvre-ability of the starfighters remarkably different in FS core and FSX. For example, in FS core, an atmospheric T/F is much stronger than an atmospheric T/I or T/B, while all the atmospheric tiefighter versions (T/I, T/B, T/F) are too weak in FSX (meaning firepower), what's another cause to use space versions instead in FSX Bandomeer.

It's not the place or the time what's really important in the Universe but the speed ...

Re: Single Player mini-mod WIP

Yes, if a bot bails out and makes it to the ground, that would cause a CTD because there are no navmeshes for the map.   If I were to create a tiny navmesh for the bots, that might solve the problem.   It would not be difficult to create a small navmesh just to prevent a CTD.  Most bots would fall outside of the navmesh.  Any bot that falls outside of a navmesh dies without a CTD.