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Crashing Mission

Started by yell0w_lantern, September 27, 2008, 07:14:58 AM

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yell0w_lantern

So I'm using the Nazi HQ map with EZ Script and I want the doors to open. I've read the FFX documentation and I just don't understand the exact steps to make the doors open. Can someone give me an example, please?

The door name is: _impobj_door1a
The associated template is: nazihq_wide_door_closed

qazwsx

Bah, who needs to open doors! Especially when there's not even an open_door keyframe. :rolleyes:

M25

Use the Open Door encounter

Encounter: Door X
Type: Open Door
Objects: nazihq_wide_door_closed named _impobj_door1a
Marker: firstdoor

You could put a marker near the door and specify it in the Marker: command, or you can just leave it out.

The player should then be able to click on the door and it will open.



yell0w_lantern

Is there a special encounter type to get rid of a fog of war or can I use a local cutscene encounter to destroy it when I approach?

Encounter: Fog of War 1
Type: Local Cutscene
Marker: fog1

Start Cutscene:
fog_of_war named _impobj_9_fog1a is destroyed


M25

No special encounter type, no.  The local cutscene idea should work nicely though. 

You don't need to specify the template.  Only use the name of the fog of war object


Start Cutscene:
_impobj_9_fog1a is destroyed



yell0w_lantern

EZ Script seems to like to taunt me. I have tried numerous ways to get the last cutscene to play but to no avail. One of 2 things always seems to happen: either the encounter starts and ends immediately without dialog OR the Radio encounter loops over again which is the problem with the current incarnation.
Any clues, guys?

Story: Inside Warehouse


#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Intro Fight
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_bat, thug_with_grenade
Allies: captain_america named cap
Marker: skirmishspawn
Primary Objective: "Rescue Captain America" for 850 prestige and 100 xp
Next: If Allies Saved: Make Controllable
Next: If Allies Lost: Lose

Alert Cutscene:
Set lighting to night
Play music music_inside_warehouse1
Unfade for 2 seconds
Camera on Hero
Hero says, "Holy cats! That's Captain America!"
Hero says, "He's supposed to be in Europe. This must be bigger than I thought if it brought Captain America all the way back here."




Allies Saved Cutscene:
Play music music_inside_warehouse2
captain_america says, "thanks, friend! I appreciate your help with these traitors. I'm captain america, as you probably guessed."
hourman says, "um, yeah, gosh. it's a pleasure, uh, i mean an honor to meet you, uh, captain, sir."
captain_america says, "well?"
hourman says, "huh?"
captain_america says, "what's your name? what do I call you?"
hourman says, "oh, right! Um, sorry - hourman."
captain_america says, "well, hourman, shall we teach these ratzis some manners?"
hourman says, "i'm right behind you!"



Allies Lost Cutscene:
Play music music_defeat
captain_america says, "no!"
narrator says, "with the defeat of captain america, the allies quickly lost the war to hitler's new secret weapon."




#---------------------------------------
#END - ENCOUNTER
#---------------------------------------


Encounter: Make Controllable
Type: Custom
Actions: allies become controllable
Allies: captain_america named cap
Next: Bring in Cap, Fight 1, Fight 2, Fight 3, Fight 4, Fight 5, Fight 6, Radio




Encounter: Bring in Cap
Type: Campaign Recruit
Allies: captain_america







#---------------------------------------
#GENERATED Destroy Object ENCOUNTER #1
#---------------------------------------

Encounter: Radio
Type: Destroy Object
Villains: oconner, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Objects: nazihq_computer_tall, nazihq_computer_big, nazihq_computer_short, nazihq_computer_tall
Marker: encounter1
Primary Objective: "Destroy the spies' radio!" for 500 prestige and 75 xp
Next: None


Enroute Banter Cutscene:
hourman says, "i heard you were at the front."
captain_america says, "i was."
hourman says, "so what happened?
captain_america says, "I suppose I can trust you. hitler has some new secret weapon, or rather he will if we don't stop him."
hourman says, "what is it?"
captain_america says, "i'm not sure but it's supposed to have something to do with the occult."
hourman says, "that's crazy."
captain_america says, "as crazy as a super-soldier serum? as crazy miraclo compound?"
hourman says, "that's different!"
captain_america says, "I wonder."



#---------------------------------------
#END - ENCOUNTER
#---------------------------------------
#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Fight 1
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter2
Next: None





Encounter: Fight 2
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: Encounter3
Next: None





Encounter: Fight 3
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter4
Next: None





Encounter: Fight 3
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter5
Next: None






Encounter: Fight 4
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter7
Next: None






Encounter: Fight 5
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter8
Next: None





Encounter: Fight 6
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter9
Next: None








#---------------------------------------
#END - ENCOUNTER
#---------------------------------------
#---------------------------------------
#GENERATED Flee The Scene ENCOUNTER #1
#---------------------------------------

Encounter: Fleeing
Type: Immediate Flee The Scene
Villains: oconner named klaus, oconner, oconner
Starts when: Radio at End
Marker: encounter1
Primary Objective: "Don't let any spies escape!" for 625 prestige and 100 xp
Next: If All Escaped: Lose
Next: If Some Escaped: Lose
Next: If None Escaped: None



Alert Cutscene:
Red Arrow on Villain1
Red Arrow on Villain2
Red Arrow on Villain3



Start Cutscene:
Camera on Villain1
Villain1 says, "achtung!"
hourman says, "not so fast, herr mac!"
captain_america says, "lay down your weapons and come quietly. You are prisoners of the United States government!"
hourman says, "i don't think they're coming quietly or at all."
captain_america says, "all right, you asked for it!"



Some Escaped Cutscene:
Cinematic camera on captain_america to hourman
Play music music_defeat
captain_america says, "we've failed hourman. the allied cause is doomed."
narrator says, "and so it is, captain america. so it is."


All Escaped Cutscene:
Cinematic camera on captain_america to hourman
Play music music_defeat
captain_america says, "we've failed hourman. the allied cause is doomed."
narrator says, "and so it is, captain america. so it is."




Encounter: Real End
Type: Interrogate
Villains: oconner named klaus
Marker: encounter1
Starts when: Fleeing at End
Primary Objective: "Interrogate the spy!!" for 625 prestige and 100 xp


Alert Cutscene:
klaus is revived


Interrogation Cutscene:
Revive all heroes
Camera on captain_america
captain_america says, "ok, klaus, spill your guts!"
oconner says, "jah. jah. i vill talk. ve, like many other agents, vere sent to collect certain mystic artifacts for der fuhrer to..."
Play sound fx_thug_gun_2 at Villain1
hourman plays animation dodge_right
oconner plays animation fall
captain_america plays animation dodge_left
captain_america says, "speak! tell me, what is hitler planning?!?"
oconner says, "<cough> red... <cough>  skull... <cough>"
captain_america says, "i should've known the skull would be in back of this! What's his plan?!?"
oconner says. "der teufel"
hourman says, "what's der toifel mean?"
captain_america says, "it means, the devil, hourman. the devil."





M25

To stop 'Radio' from running twice, you need to add a Next: None to the 'Bring in Cap' encounter.  If there is no Next: specified, then EZ script automatically goes to the next encounter in the file.  It looks like it is looping (but isn't) since you have it starting after 'Make Controllable' AND 'Bring in Cap.'  EZ script can't run the same encounter at the same marker twice at the same time, so it wait for the encounter to be free before running it again.

Fixing that might solve both problems.



yell0w_lantern

Well, that fixed the cycling mission but I still can't get my last encounter to play. The mission continues without activating the last encounter. I have to type in Mission_Win() to continue to the next base.
I've tried using 'Next: Finale' and 'Starts when: Fleeing at End' but neither seems to work.
I even tried using a new marker rather than encounter1 because I thought that might have been the problem.

Story: Inside Warehouse


#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Intro Fight
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_bat, thug_with_grenade
Allies: captain_america named cap
Marker: skirmishspawn
Primary Objective: "Rescue Captain America" for 850 prestige and 100 xp
Next: If Allies Saved: Make Controllable
Next: If Allies Lost: Lose

Alert Cutscene:
Set lighting to night
Play music music_inside_warehouse1
Unfade for 2 seconds
Camera on Hero
Hero says, "Holy cats! That's Captain America!"
Hero says, "He's supposed to be in Europe. This must be bigger than I thought if it brought Captain America all the way back here."




Allies Saved Cutscene:
Play music music_inside_warehouse2
captain_america says, "thanks, friend! I appreciate your help with these traitors. I'm captain america, as you probably guessed."
hourman says, "um, yeah, gosh. it's a pleasure, uh, i mean an honor to meet you, uh, captain, sir."
captain_america says, "well?"
hourman says, "huh?"
captain_america says, "what's your name? what do I call you?"
hourman says, "oh, right! Um, sorry - hourman."
captain_america says, "well, hourman, shall we teach these ratzis some manners?"
hourman says, "i'm right behind you!"



Allies Lost Cutscene:
Play music music_defeat
captain_america says, "no!"
narrator says, "with the defeat of captain america, the allies quickly lost the war to hitler's new secret weapon."




#---------------------------------------
#END - ENCOUNTER
#---------------------------------------


Encounter: Make Controllable
Type: Custom
Actions: allies become controllable
Allies: captain_america named cap
Next: Bring in Cap, Fight 1, Fight 2, Fight 3, Fight 4, Fight 5, Fight 6, Radio




Encounter: Bring in Cap
Type: Campaign Recruit
Allies: captain_america
Next: None







#---------------------------------------
#GENERATED Destroy Object ENCOUNTER #1
#---------------------------------------

Encounter: Radio
Type: Destroy Object
Villains: oconner, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Objects: nazihq_computer_tall, nazihq_computer_big, nazihq_computer_short, nazihq_computer_tall
Marker: encounter1
Primary Objective: "Destroy the spies' radio!" for 500 prestige and 75 xp
Next: None


Enroute Banter Cutscene:
hourman says, "i heard you were at the front."
captain_america says, "i was."
hourman says, "so what happened?
captain_america says, "I suppose I can trust you. hitler has some new secret weapon, or rather he will if we don't stop him."
hourman says, "what is it?"
captain_america says, "i'm not sure but it's supposed to have something to do with the occult."
hourman says, "that's crazy."
captain_america says, "as crazy as a super-soldier serum? as crazy miraclo compound?"
hourman says, "that's different!"
captain_america says, "I wonder."



#---------------------------------------
#END - ENCOUNTER
#---------------------------------------
#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Fight 1
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter2
Next: None





Encounter: Fight 2
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: Encounter3
Next: None





Encounter: Fight 3
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter4
Next: None





Encounter: Fight 3
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter5
Next: None






Encounter: Fight 4
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter7
Next: None






Encounter: Fight 5
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter8
Next: None





Encounter: Fight 6
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter9
Next: None








#---------------------------------------
#END - ENCOUNTER
#---------------------------------------
#---------------------------------------
#GENERATED Flee The Scene ENCOUNTER #1
#---------------------------------------

Encounter: Fleeing
Type: Immediate Flee The Scene
Villains: oconner named klaus, oconner, oconner
Starts when: Radio at End
Marker: encounter1
Primary Objective: "Don't let any spies escape!" for 625 prestige and 100 xp
Next: If All Escaped: Lose
Next: If Some Escaped: Lose
Next: If None Escaped: None



Alert Cutscene:
Red Arrow on Villain1
Red Arrow on Villain2
Red Arrow on Villain3



Start Cutscene:
Camera on Villain1
Villain1 says, "achtung!"
hourman says, "not so fast, herr mac!"
captain_america says, "lay down your weapons and come quietly. You are prisoners of the United States government!"
hourman says, "i don't think they're coming quietly or at all."
captain_america says, "all right, you asked for it!"



Some Escaped Cutscene:
Cinematic camera on captain_america to hourman
Play music music_defeat
captain_america says, "we've failed hourman. the allied cause is doomed."
narrator says, "and so it is, captain america. so it is."


All Escaped Cutscene:
Cinematic camera on captain_america to hourman
Play music music_defeat
captain_america says, "we've failed hourman. the allied cause is doomed."
narrator says, "and so it is, captain america. so it is."




Encounter: Finale
Type: Interrogate
Villains: oconner
Starts when: Fleeing at End
Marker: finale1
Next: Win
Primary Objective: "Interrogate the spy!!" for 625 prestige and 100 xp


Alert Cutscene:
Yellow Arrow on oconner


Interrogation Cutscene:
Revive all heroes
Camera on captain_america
captain_america says, "ok, klaus, spill your guts!"
oconner says, "jah. jah. i vill talk. ve, like many other agents, vere sent to collect certain mystic artifacts for der fuhrer to..."
Play sound fx_thug_gun_2 at Villain1
hourman plays animation dodge_right
oconner plays animation fall
captain_america plays animation dodge_left
captain_america says, "speak! tell me, what is hitler planning?!?"
oconner says, "<cough> red... <cough>  skull... <cough>"
captain_america says, "i should've known the skull would be in back of this! What's his plan?!?"
oconner says. "der teufel"
hourman says, "what's der toifel mean?"
captain_america says, "it means, the devil, hourman. the devil."





M25

If I'm reading this correctly, the player loses the mission if anyone escapes during the 'Fleeing' encounter.  If nobody escapes then it should go to the 'Finale' encounter. 

In Fleeing, change
Next: If None Escaped: None

to
Next: If None Escaped: Finale


And in Finale, remove the 'Starts When' line.



I would also change the Radio encounter to have
Next: Fleeing

and remove the 'Starts When' line from Fleeing.




yell0w_lantern

I followed the above directions and it still doesn't initiate the last encounter.  :wacko:

Story: Inside Warehouse


#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Intro Fight
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_bat, thug_with_grenade
Allies: captain_america named cap
Marker: skirmishspawn
Primary Objective: "Rescue Captain America" for 850 prestige and 100 xp
Next: If Allies Saved: Make Controllable
Next: If Allies Lost: Lose

Alert Cutscene:
Set lighting to night
Play music music_inside_warehouse1
Unfade for 2 seconds
Camera on Hero
Hero says, "Holy cats! That's Captain America!"
Hero says, "He's supposed to be in Europe. This must be bigger than I thought if it brought Captain America all the way back here."




Allies Saved Cutscene:
Play music music_inside_warehouse2
captain_america says, "thanks, friend! I appreciate your help with these traitors. I'm captain america, as you probably guessed."
hourman says, "um, yeah, gosh. it's a pleasure, uh, i mean an honor to meet you, uh, captain, sir."
captain_america says, "well?"
hourman says, "huh?"
captain_america says, "what's your name? what do I call you?"
hourman says, "oh, right! Um, sorry - hourman."
captain_america says, "well, hourman, shall we teach these ratzis some manners?"
hourman says, "i'm right behind you!"



Allies Lost Cutscene:
Play music music_defeat
captain_america says, "no!"
narrator says, "with the defeat of captain america, the allies quickly lost the war to hitler's new secret weapon."




#---------------------------------------
#END - ENCOUNTER
#---------------------------------------


Encounter: Make Controllable
Type: Custom
Actions: allies become controllable
Allies: captain_america named cap
Next: Bring in Cap, Fight 1, Fight 2, Fight 3, Fight 4, Fight 5, Fight 6, Radio




Encounter: Bring in Cap
Type: Campaign Recruit
Allies: captain_america
Next: None







#---------------------------------------
#GENERATED Destroy Object ENCOUNTER #1
#---------------------------------------

Encounter: Radio
Type: Destroy Object
Villains: oconner, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Objects: nazihq_computer_tall, nazihq_computer_big, nazihq_computer_short, nazihq_computer_tall
Marker: encounter1
Primary Objective: "Destroy the spies' radio!" for 500 prestige and 75 xp
Next: Fleeing


Enroute Banter Cutscene:
hourman says, "i heard you were at the front."
captain_america says, "i was."
hourman says, "so what happened?
captain_america says, "I suppose I can trust you. hitler has some new secret weapon, or rather he will if we don't stop him."
hourman says, "what is it?"
captain_america says, "i'm not sure but it's supposed to have something to do with the occult."
hourman says, "that's crazy."
captain_america says, "as crazy as a super-soldier serum? as crazy miraclo compound?"
hourman says, "that's different!"
captain_america says, "I wonder."



#---------------------------------------
#END - ENCOUNTER
#---------------------------------------
#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Fight 1
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter2
Next: None





Encounter: Fight 2
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: Encounter3
Next: None





Encounter: Fight 3
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter4
Next: None





Encounter: Fight 3
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter5
Next: None






Encounter: Fight 4
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter7
Next: None






Encounter: Fight 5
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter8
Next: None





Encounter: Fight 6
Type: Fight
Villains: thug_with_gun, thug_with_gun, thug_with_gun
Minions: thug_with_gun, thug_with_bat, thug_with_grenade
Marker: encounter9
Next: None








#---------------------------------------
#END - ENCOUNTER
#---------------------------------------
#---------------------------------------
#GENERATED Flee The Scene ENCOUNTER #1
#---------------------------------------

Encounter: Fleeing
Type: Immediate Flee The Scene
Villains: oconner named klaus, oconner, oconner
Marker: encounter1
Primary Objective: "Don't let any spies escape!" for 625 prestige and 100 xp
Next: If All Escaped: Lose
Next: If Some Escaped: Lose
Next: If None Escaped: Finale



Alert Cutscene:
Red Arrow on Villain1
Red Arrow on Villain2
Red Arrow on Villain3



Start Cutscene:
Camera on Villain1
Villain1 says, "achtung!"
hourman says, "not so fast, herr mac!"
captain_america says, "lay down your weapons and come quietly. You are prisoners of the United States government!"
hourman says, "i don't think they're coming quietly or at all."
captain_america says, "all right, you asked for it!"



Some Escaped Cutscene:
Cinematic camera on captain_america to hourman
Play music music_defeat
captain_america says, "we've failed hourman. the allied cause is doomed."
narrator says, "and so it is, captain america. so it is."


All Escaped Cutscene:
Cinematic camera on captain_america to hourman
Play music music_defeat
captain_america says, "we've failed hourman. the allied cause is doomed."
narrator says, "and so it is, captain america. so it is."




Encounter: Finale
Type: Interrogate
Villains: oconner
Marker: finale1
Next: Win
Primary Objective: "Interrogate the spy!!" for 625 prestige and 100 xp


Alert Cutscene:
Yellow Arrow on oconner


Interrogation Cutscene:
Revive all heroes
Camera on captain_america
captain_america says, "ok, klaus, spill your guts!"
oconner says, "jah. jah. i vill talk. ve, like many other agents, vere sent to collect certain mystic artifacts for der fuhrer to..."
Play sound fx_thug_gun_2 at Villain1
hourman plays animation dodge_right
oconner plays animation fall
captain_america plays animation dodge_left
captain_america says, "speak! tell me, what is hitler planning?!?"
oconner says, "<cough> red... <cough>  skull... <cough>"
captain_america says, "i should've known the skull would be in back of this! What's his plan?!?"
oconner says. "der teufel"
hourman says, "what's der toifel mean?"
captain_america says, "it means, the devil, hourman. the devil."





M25

Sorry for the delay in replying.

There is no Interrogate encounter.  The type of the last encounter should be Interrogation

Encounter: Finale
Type: Interrogation


Also, there doesn't seem to be an 'oconner' in the default FFX dat files.  Unless you've added it in.



yell0w_lantern

I don't mind the delay at all. I'm just grateful for your help.

Testing a new level, I have adopted the strategy of throwing explosive crates at the bad guys in an interrogation encounter before the start cutscene for that encounter plays - I keep my guys far enough away that they don't trigger anything. Then at some point the game crashes. Here is my script log.
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
Starting ffx.py v. 3.3.1 build 0; branch = main release update
Loading m25ai.py v. 3.3.0 build 3; branch = Gold v.3.3 with Patch
importing missionobjvar.py v1.20
importing MLOG Reader 1.0.23
loading datfiles version 0.256000
Starting General Utilities 1.0.1
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25cutscene.py v.3.2.0 final; May 27, 2007
CustomHeadCurrentTime 1225555283.781000
Starting Height Check module 1.4
Starting System Utilities 1.5
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Loading m25aiopt.py v.3.2.0 final; branch = swingman 4
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 July 5, 2008
FFX Mission Plugin 'm25enc_opendoor' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Documents and Settings\Gabe\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\mission.py executed
! GetMapInfo
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = '_0004_OUTSIDE_BUNKER'
initialising FFX: skirmish=0
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
storing hero_1: id_1,68
storing hero_2: id_2,219
ff.DoEncRequiredcharacter(2,cutscenes = [['captain_americakocs', [['priority', 1], ['cutscene', "CS_Speak('narrator', 'Captain America has fallen!', force=0)"]]], ['requiredlostcs', [['priority', 1], ['cutscene', 'CS_Speak(\'narrator\', "That\'s all folks!", force=0)']]]], marker = 'encounter', objectives = [[0, 'Captain America must not fall!', 250, 50]], required = 'captain_america',return_function="StorylineEncounterReturn")
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25story.py", line 252, in DoStorylineStateEvent
    DoStorylineState(story, state, event.user)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25story.py", line 295, in DoStorylineState
    if not StorySetupEncounter(enc_id,story,state,a):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25story.py", line 385, in StorySetupEncounter
    val = eval('ff.%s(%i,%s,return_function="StorylineEncounterReturn")'%(encname,enc_id,encparams))
  File "<string>", line 0, in ?
AttributeError: DoEncRequiredcharacter
red_sun1 red_sun big_fight_marker_villain1
red_sun2 red_sun big_fight_marker_villain2
red_sun3 red_sun big_fight_marker_villain3
nazi_rifleman1 nazi_rifleman big_fight_marker_villain4
nazi_rifleman2 nazi_rifleman big_fight_marker_villain5
nazi_rifleman3 nazi_rifleman big_fight_marker_villain6
nazi_grenadier1 nazi_grenadier big_fight_marker_villain7
nazi_grenadier2 nazi_grenadier big_fight_marker_villain8
nazi_rifleman4 nazi_rifleman small_fight_marker_villain1
nazi_rifleman5 nazi_rifleman small_fight_marker_villain2
nazi_rifleman6 nazi_rifleman small_fight_marker_villain3
nazi_rifleman7 nazi_rifleman small_fight_marker_villain4
nazi_grenadier3 nazi_grenadier small_fight_marker_villain5
_impobj_bunker ger_bldg_bunker encounter1_object1
m25obj_2 nazi_rifleman interrogate1_minion1
m25obj_4 nazi_rifleman interrogate1_minion2
m25obj_6 blitzwing interrogate1_minion3
m25obj_8 blitzwing interrogate1_minion4
m25obj_10 nazi_gunner interrogate1_minion5
m25obj_12 nazi_grenadier interrogate1_minion6
fritz nazi_general interrogate1_villain1
m25obj_14 blitzwing interrogate1_villain2
m25obj_16 blitzwing interrogate1_villain3
initialising FFQ_initialiseExtras()
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffx3\missions\scripts\ffx.py", line 662, in initAttribs
    object=initialiseChar(object)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffx3\missions\scripts\ffx.py", line 842, in initialiseChar
    initCarriers(char)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffx3\missions\scripts\ffx.py", line 1374, in initCarriers
    if ( powerName != 'all' ) and ( cdata['powerLevels'][powerName] < 1 ):
KeyError
initAttribsForChar: working on hero_2 (hourman)
initAttribsForChar (hourman): looking at attribute miraclo
execInitAttrib: init metastrength attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init invulnerable attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init metabolic attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init heavylifter attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init ironjaw attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init ffqlongjumper attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init ffqdeenergized attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
execInitAttrib: init extraheroic attribute inside ['miraclo', 'metastrength', 'invulnerable', 'metabolic', 'heavylifter', 'ironjaw', 'ffqlongjumper', 'ffqdeenergized', 'extraheroic'] combo
    on hero_2 of template hourman (hourman)
initAttribsForChar (hourman): looking at attribute jumper
initAttribsForChar (hourman): looking at attribute battery
execInitAttrib: init battery attribute
    on hero_2 of template hourman (hourman)
initAttribsForChar (hourman): looking at attribute blitzkrieg
initAttribsForChar: working on m25obj_6 (blitzwing)
initAttribsForChar (blitzwing): looking at attribute unbeliever
initAttribsForChar (blitzwing): looking at attribute flier
initAttribsForChar (blitzwing): looking at attribute fastflier
execInitAttrib: init fastflier attribute
    on m25obj_6 of template blitzwing (blitzwing)
initAttribsForChar (blitzwing): looking at attribute armoured
initAttribsForChar (blitzwing): looking at attribute solid skeleton
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
2
1
addArrow nazi_generalarrow fritz 0 1
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman1'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_grenadier1'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_grenadier2'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman7'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_grenadier3'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman6'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'mobj_12'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman2'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman3'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'mobj_10'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'mobj_8'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman4'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'nazi_rifleman5'
clearCarrierRegistration: clearing attribute 'OnKBhero_2' for destroyed object 'm25obj_12'




Another problem has been that my local cutscene is not playing. Well, the alert cutscene plays but the start cutscene does not trigger. I have encounter1 and encounter2 markers on the map so that that the local cutscene should pick one randomly. Every other encounter has a specific marker.

Story: Outside Bunker

Encounter: Start
Type: Cutscene
Marker: start_marker
Next: Cap, Big Fight, Little Fight, Destroy Bunker, Interrogate



Alert Cutscene:
Set lighting to day
Unfade for 2 seconds
Play music music_inside_warehouse1
hourman says, "so most of the army's out at the front?"
captain_america says, "that's right."
hourman says, "you're sure?"
captain_america says, "absolutely!"
hourman says, "and the reserves are the only guys left around here?"
captain_america says, "yep."




Encounter: Cap
Type: Required Character
Required: captain_america
Primary Objective: "Captain America must not fall!" for 250 prestige and 50 xp
Next: Lose

captain_america KO Cutscene:
narrator says, "Captain America has fallen!"


Required Lost Cutscene:
narrator says, "That's all folks!"


#---------------------------------------
#END - ENCOUNTER
#---------------------------------------


#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Big Fight
Type: Fight
Villains: red_sun named red_sun1, red_sun named red_sun2, red_sun named red_sun3, nazi_rifleman named nazi_rifleman1, nazi_rifleman named nazi_rifleman2, nazi_rifleman named nazi_rifleman3, nazi_grenadier named nazi_grenadier1, nazi_grenadier named nazi_grenadier2
Marker: big_fight_marker
Primary Objective: "Defeat Red Sun and his allies!" for 500 prestige and 200 xp
Next: None



Start Cutscene:
hourman says, "well, here's another fine mess you've gotten me into."





#---------------------------------------
#END - ENCOUNTER
#---------------------------------------



Encounter: Little Fight
Type: Fight
Villains: nazi_rifleman named nazi_rifleman4, nazi_rifleman named nazi_rifleman5, nazi_rifleman named nazi_rifleman6, nazi_rifleman named nazi_rifleman7, nazi_grenadier named nazi_grenadier3
Marker: small_fight_marker
Secondary Objective: "Eliminate the Guards!" for 200 prestige and 50 xp
Next: None



#---------------------------------------
#GENERATED Destroy Object ENCOUNTER #1
#---------------------------------------

Encounter: Destroy Bunker
Type: Destroy Object
Objects: ger_bldg_bunker named _impobj_bunker
Primary Objective: "Destroy the communications bunker!" for 500 prestige and 100 xp
Next: Tank 1, Wait 1

Alert Cutscene:
captain_america says, "take out that radio relay station while i create a diversion!"


End Cutscene:
hourman says, "well, that wasn't so hard..."


#---------------------------------------
#END - ENCOUNTER
#---------------------------------------





#---------------------------------------
#GENERATED Fight ENCOUNTER #1
#---------------------------------------

Encounter: Tank 1
Type: Fight
Villains: tank_ger
Marker: tank_spawn1
Next: None

Alert Cutscene:
hourman says, "A TANK! THEY HAVE A TANK! YOU DID NOT TELL ME THEY HAD A TANK!"
captain_america says, "well, actually, they two."
hourman says, "TWO TANKS!?!"
captain_america says, "mmmhmm."
hourman says, "great! juuust great!"


Villian KO Cutscene:
hourman says, "yesterday if somebody had told me I'd be in germany fighting a tank i'd have said they were crazy."



#---------------------------------------
#END - ENCOUNTER
#---------------------------------------

Encounter: Wait 1
Type: Wait
Next: Tank 2



Minimum Time: 10
Maximum Time: 25


#---------------------------------------
#GENERATED Fight ENCOUNTER #2
#---------------------------------------

Encounter: Tank 2
Type: Fight
Villains: tank_ger
Marker: tank_spawn2
Next: None

Start Cutscene:
captain_america says, "it's just a tank."
hourman says, "easy for you to say."


Villian KO Cutscene:
hourman says, "only two, right?"




#---------------------------------------
#END - ENCOUNTER
#---------------------------------------



#---------------------------------------
#GENERATED Interrogation ENCOUNTER #1
#---------------------------------------

Encounter: Interrogate
Type: Interrogation
Villains: nazi_general named fritz, blitzwing, blitzwing
Minions: nazi_grenadier, nazi_gunner, nazi_rifleman, blitzwing
Primary Objective: "gather information on Red Skull's plan" for 250 prestige and 75 xp
Marker: interrogate1
Next: None

Alert Cutscene:
Red arrow on nazi_general


Start Cutscene:
nazi_general says, "get ze costumed americans!"
nazi_general says, "for blitzkrieg!"
Cinematic camera on hourman to captain_america
hourman turns to captain_america
hourman says, "who's Blitz-"
captain_america says, "i don't know, hourman, so don't ask."
hourman says, "right."


Interrogation Cutscene:
fritz says, "i will talk."
hourman says, "well, jerry?"
fritz says, "red skull and herr blitzkrieg are helping der fuhrer use the spear of destiny to..."
Play sound fx_nazi_soldier_projectile_3 at fritz
fritz says, "acht! Mein Gott!"
hourman plays animation dodge_left
captain_america plays animation active_defence
fritz plays animation fall
hourman says, "they killed fritz. shouldn't we take cover?"
captain_america says, "no, the skull is toying with us."
captain_america says, "he wants us to be there when he and this blitzkrieg summon the devil."
captain_america says, "that's when he'll try to destroy us."
hourman says, "what do you mean he's not trying to kill us? we just fought two tanks and guys with macineguns that fly around with jet packs!"
captain_america says, "trust me, hourman. I know his sick evil mind. we were supposed to get this far."
captain_america says, "well, no time to worry about it, we've got to get in there and stop them! The whole world is depending on us!"



#---------------------------------------
#GENERATED Local Cutscene ENCOUNTER #1
#---------------------------------------

Encounter: Way In
Type: Local Cutscene
Starts when: Interrogate at End, Tank 1 at End, Tank 2 at End, Big Fight at End
Next: Win

Alert Cutscene:
Revive all heroes
hourman says, "which tunnel is it?"


Start Cutscene:
captain_america says, "this looks like the way in."


#---------------------------------------
#END - ENCOUNTER
#---------------------------------------

M25

The Required Character encounter type is a plug-in.  You have to download it from ezscript.wikispaces.com/Plug-ins  and put it in the plug-ins directory for your mod.  That's causing the mission to crash.

For the interrogation, are you still able to complete the encounter?


The local cutscene isn't triggering because there is nothing for it to trigger from.   EZ script tracks the participants in an encounter (objects and villains/allies/minions mostly) and starts an encounter when the heroes get close to one of them.  Since there are no elements in your cutscene encounter at all, there is nothing to trigger the start of the encounter.  I'd suggest adding an object to the encounter. (Objects: <object_name>)