Freedom Reborn Archive

Freedom Force Forums => Scripting Forum => Topic started by: Hiroki8 on September 12, 2007, 08:21:22 AM

Title: Ez Script
Post by: Hiroki8 on September 12, 2007, 08:21:22 AM
I was trying to test the Ez Script and finished a script based on the user guide but somehow it doesn't work.. I mean it runs and all but nothing happens... what am I doing wrong?

this is the script.log I think..

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
CustomHeadCurrentTime 1189615712.906000
Starting Height Check module 1.4
Starting System Utilities 1.4
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
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
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'RR_13_MANBOT'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=41
storing hero_0: id_1,-41
numberStr=42
storing hero_1: id_2,-42
numberStr=43
storing hero_2: id_3,-43
numberStr=44
storing hero_3: id_4,-44
ff.DoEncCustom(1,villains = ['tb bullseye', 'tb typhoid mary'], cutscenes = [['alertcs', [['priority', 1], ['replace', ['villain', 'villain']], ['cutscene', "CS_AddArrow('villainarrow', 'villain', arrow_type=js.ARROW_RED)"]]], ['startcs', [['priority', 1], ['replace', ['villain1', 'villain'], ['hero', 'hero'], ['villain2', 'villain'], ['villain 2', 'villain']], ['cutscene', 'CS_Start()', "CS_Camera('villain1', dist=-160, yaw=0)", "CS_TurnTo('villain1', 'hero')", "CS_Speak('villain1', 'There they are! lets have some fun shall we?', force=0)", "CS_TurnTo('villain2', 'hero')", "CS_Speak('villain 2', 'Mmmmmm I feel bloody!', force=0)", 'CS_End()']]], ['interrogationcs', [['priority', 1], ['replace', ['hero1', 'hero'], ['villain1', 'villain']], ['cutscene', "CS_Speak('hero1', 'who sent you?', force=0)", 'CS_Speak(\'villain1\', "I\'ll never tell!, they will kill me!", force=0)', "CS_Speak('hero1', 'They? what is going on.', force=0)", 'CS_Speak(\'villain1\', "You don\'t know how big this..eraahhhh", force=0)']]], ['endcs', [['priority', 1], ['replace', ['hero1', 'hero']], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", "CS_Speak('hero1', 'a Psychic assult, this is deeper than we thought.', force=0)", 'CS_End()']]]], marker = 'encounter', actions="villains fight heroes, allies fight villains, villains can be interrogated",return_function="StorylineEncounterReturn")
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25minimod.py", line 137, in OnPostInit
    m25story.DoStoryline()
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25story.py", line 244, in DoStoryline
    DoStorylineState(story,enc)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25story.py", line 293, 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 383, in StorySetupEncounter
    val = eval('ff.%s(%i,%s,return_function="StorylineEncounterReturn")'%(encname,enc_id,encparams))
  File "<string>", line 0, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25enc.py", line 4193, in DoEncCustom
    return SetupEncounter(enc_id, encounter)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25enc.py", line 1342, in SetupEncounter
    if not SetupEnc_Spawn(enc_id, start_num, encounter): return 0
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25enc.py", line 1408, in SetupEnc_Spawn
    EncSpawnGroup(enc_id,start_num +'_'+ s[1] ,s[2],s[0],s[3],marker_type=s[4],create_markers=s[5])
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25enc.py", line 388, in EncSpawnGroup
    Enc_SetCharEnc(s,enc_id) #make sure we are able to find out which encounter this is a part of
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3\missions\scripts\m25enc.py", line 655, in Enc_SetCharEnc
    js.Object_SetAttr(char, '_enc_id', enc_id)
SystemError: NULL result without error in call_object
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-137.0, 57.0, 1.5, 0.20000000298, (0.20000000298, 0.20000000298, 0.600000023842))
initAttribsForChar: working on hero_0 (a quicksilver)
initAttribsForChar (a quicksilver): looking at attribute speedforce
execInitAttrib: init speedforce attribute
    on hero_0 of template custom_template_41 (a quicksilver)
initAttribsForChar (a quicksilver): looking at attribute crack shot
initAttribsForChar (a quicksilver): looking at attribute nimble
initAttribsForChar (a quicksilver): looking at attribute speedphaser
execInitAttrib: init speedphaser attribute
    on hero_0 of template custom_template_41 (a quicksilver)
initAttribsForChar (a quicksilver): looking at attribute blitzkrieg
initAttribsForChar: working on hero_1 (a scarlet witch)
initAttribsForChar (a scarlet witch): looking at attribute amplifier
execInitAttrib: init amplifier attribute
    on hero_1 of template custom_template_42 (a scarlet witch)
initAttribsForChar (a scarlet witch): looking at attribute ffqrealitymaniporder
execInitAttrib: init ffqrealitymaniporder attribute
    on hero_1 of template custom_template_42 (a scarlet witch)
initAttribsForChar (a scarlet witch): looking at attribute transmutator
execInitAttrib: init transmutator attribute
    on hero_1 of template custom_template_42 (a scarlet witch)
door_1:no such template exists!
door_2:no such template exists!
door_3:no such template exists!
lThrowable:no such template exists!
door_1:no such template exists!
door_2:no such template exists!
door_3:no such template exists!
lThrowable:no such template exists!
door_1:no such template exists!
door_2:no such template exists!
door_3:no such template exists!
lThrowable:no such template exists!
door_1:no such template exists!
door_2:no such template exists!
door_3:no such template exists!
lThrowable:no such template exists!
initAttribsForChar (a scarlet witch): looking at attribute peacefield
execInitAttrib: init peacefield attribute
    on hero_1 of template custom_template_42 (a scarlet witch)
initAttribsForChar: working on hero_2 (a she hulk)
initAttribsForChar (a she hulk): looking at attribute bezerker
initAttribsForChar (a she hulk): looking at attribute invulnerable2a
execInitAttrib: init invulnerable2a attribute
    on hero_2 of template custom_template_43 (a she hulk)
initAttribsForChar (a she hulk): looking at attribute superleaper
execInitAttrib: init superleaper attribute
    on hero_2 of template custom_template_43 (a she hulk)
initAttribsForChar: working on hero_3 (a thor)
initAttribsForChar (a thor): looking at attribute weathercontrol
execInitAttrib: init weathercontrol attribute
    on hero_3 of template custom_template_44 (a thor)
initAttribsForChar (a thor): looking at attribute flier
initAttribsForChar (a thor): looking at attribute invulnerable2a
execInitAttrib: init invulnerable2a attribute
    on hero_3 of template custom_template_44 (a thor)
initAttribsForChar (a thor): looking at attribute ffqimmortal
execInitAttrib: init ffqimmortal attribute
    on hero_3 of template custom_template_44 (a thor)
initAttribsForChar (a thor): looking at attribute shake it off
initAttribsForChar: working on m25obj_2 (tb bullseye)
initAttribsForChar (tb bullseye): looking at attribute crack shot
initAttribsForChar (tb bullseye): looking at attribute combatskill
execInitAttrib: init combatskill attribute
    on m25obj_2 of template tb bullseye (tb bullseye)
initAttribsForChar (tb bullseye): looking at attribute nimble
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 'm25enc_simplechoice' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
[/spoiler]

this is the script itself
[spoiler]Story: Ultimate Alliance

Encounter: Assasins
Type: Interrogation
Villains: tb bullseye, tb typhoid mary

Alert Cutscene:
Red arrow on Villain

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero
Villain1 says, "There they are! lets have some fun shall we?"
Villain2 turns to Hero
Villain 2 says, "Mmmmmm I feel bloody!"

Interrogation Cutscene:
Hero1 says, "who sent you?"
Villain1 says, "I'll never tell!, they will kill me!"
Hero1 says, "They? what is going on."
Villain1 says, "You don't know how big this..eraahhhh"

End Cutscene:
Camera on Hero1
Hero1 says, "a Psychic assult, this is deeper than we thought."

Encounter: Ultron assult
Type: Building Rampage
Villains: v ultron bot, v ultron bot, v ultron bot

Alert Cutscene:
Red arrow on Villain

Start Cutscene:
Hero1 says, "Ultron! team stop them!"

End Cutscene:
Camera on Villain1
Villain1 says, "Objectives complete."
Hero1 says, "This was a diversion."

Encounter: A.I.M.
Type: Save Civilian
Villains: v aim, v aim, v aim, v aim, v aim, v aim, v aim
Allies: ffq_civilian_female
Next: If Allies Saved: M.O.D.O.K.
Next: If Allies Lost: Regroup

Alert Cutscene:
Red arrow on Ally
Hero1 says, "There! A.I.M. is kidnapping that woman!"

Start Cutscene:
Villain1 turns to hero
Villain1 says, "Come no closer, or the good doctor gets it!"
Villain2 says, "But you said he would get it anyway."
Villain1 says, "Quiet!"
Hero1 says, "Quickly, while they are distracted.  Get them!"

Ally Thanks Cutscene:
Ally says, "Thank you."
Hero1 says, "What did they want from you?"
Ally says, "They said it was because I had mutant genes..oh no what if I'm a mutant..."
Hero1 says, "its nothing to be ashamed about."

Encounter: M.O.D.O.K.
Type: Fight
Villains: v modok
minions: v aim

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Villain1 says, "Get back heroes! you will not be allowed to live for interfering with our plans."
Hero2 says, "M.O.D.O.K., I knew you would show your face sooner or later. You were also the one who the Psychic assult on those two assasins earlier weren't you!"
Villain1 says, "excellent conclusion but I will not be denied my prize by one such as you!"

End Cutscene:
Camera on Villain1
Villain1 says, "Nooo! Mandarin! You promised to support me!, you promised!!."
Hero1 says, "Loki?!"
v Mandarin says telepathically, "Hahahaha! no use in hiding now is there, be warned heroes meddling will not be tolerated!."
wait for 10 seconds

Encounter: Regroup
Type: Chat
Allies: us_soldier

Chat Cutscene:
Fade for 2 seconds
Ally says, "Sorry to disturb sir, Agent 16 reporting."
Hero1 says, "Yes soldier, anything to report?"
Ally says, "S.H.I.E.L.D. intelligence just reported that atlantean forces has been spotted moving towards the surface in what looks to be an invasion."
Hero2 says, "What?!"
Ally says, "I have been assigned to tell you that S.H.I.E.L.D. has requested your help to stop the initial force so that S.H.I.E.L.D. can have time to prepare a proper response."
Hero1 says, "Thank you soldier, we are on our way."

Chat won Cutscene:
Hero1 says: "you heard the man, lets move!."
Fade for 2 seconds

Encounter: Atlantis Attacks!
Type: Rescue Caged
Villains: a atlantean, a atlantean, a atlantean, a atlantean, a atlantean, a atlantean, a atlantean, a atlantean, a atlantean, a atlantean
allies: a namor
Next: If Allies Saved: Fin Fang Foom
Next: If Allies Lost: End

Alert Cutscene:
Set Lighting to night
Red arrow on Ally
Hero1 says, "We just recieved intel from S.H.I.E.L.D. that Atlantis has attacked, we are asked to stop their advance."

Start Cutscene:
Villain1 says, "Out of our way surface dweller! we have finally been allowed to put an end to the threat of your kind"
Ally says, "Heroes I don't know what has been going on but you have to stop them from going to war!."
Villain1 says, "No! we will not be denied retribution!"
Hero1 says, "Whats happening? why is Namor caged?"

Ally Thanks Cutscene:
Ally says, "I do not know what happened, I suddenly lost consciousness and just recently came to, imprisoned."
Hero1 says, "it must be the work of M.O.D.O.K., we just defeated him that must have lifted him hold on you."
Ally says, "In any case if this offensive assult is done to me or my people again I will take it as an act of war and act appropriately."
Hero1 says, "you're welcome."

Encounter: Fin Fang Foom
Type: Fight
Villains: v fin fang foom

Alert Cutscene:
Shake Camera
Red arrow on Villain

Start Cutscene:
Hero2 says, "its Fin Fang Foom!"
Villain1 says telepathically, "by the Mandarin's name you shall die!"

End Cutscene:
Hero1 says, "This must be Mandarin's doing, we must get his possition!"

Encounter: Valley of the Spirits
Type: Fight
Villains: v grey gargoyle, x danger drone m, x danger drone m

Alert Cutscene:
Red arrow on Villain

Start Cutscene:
Villain1 says, "Heroes? what are you doing here?"
Hero1 says, "Mandarin invited us."

Encounter: The Mandarin
Type: Interrogation
Villains: v mandarin
minions: x danger drone m

Alert Cutscene:
Red arrow on Villain

Start Cutscene:
Villain1 says, "How dare you enter my Palace!!"
Hero1 says, "all your taunting certainly didn't help."
Villain1 says, "What are you talking about?! I haven't....Them!!"
Hero1 says, "Them?"
Villain1 says, "I will not stand for this!! you will be punushed for your intrusion!"

Interrogation Cutscene:
Villain1 says, "I told them I didn't want to be a part of their little group anymore! Curse them!"
Hero1 says, "group?"
Villain1 says, "The Masters of Evil!"

End Cutscene:
Hero1 says, "I have a feeling this is just the begining."[/spoiler]
Title: Re: Ez Script
Post by: BentonGrey on September 12, 2007, 08:47:54 AM
Howdy Hiroki, it's a good idea to include two things when seeking help on one of your scripts:  Add the script itself to your post so we can see it (using the 'spoiler feature in the post tools above the text box is helpful), and also open up the scipt.log file that is in your main FFvTTR directory.  It's just a simple text file, but it holds info on things that don't work after each mission you play.  You can copy that and paste it into this post (or another, if the character limit is too low).  Then we should be able to help you! ^_^
Title: Re: Ez Script
Post by: Boalt92 on September 12, 2007, 11:45:06 AM
Hi Hiroki,

A few more questions: are you starting this as a rumble room session or as campaign/freeroam?  When you say nothing happens, what exactly do you mean?  I.E. are you able to move around the map but the first encounter never fires (no red arrow)?  Did you copy/paste from the user guide?  Did you double check your spelling?

B92

Title: Re: Ez Script
Post by: Hiroki8 on September 12, 2007, 06:37:49 PM
I was starting it as a rumble room session, and yeah I can move around but the first encounter never fires (no red arrow) although the first villain is there just standing. I did copy some things but had to edit most of them, I check the spelling, but aside from spelling error in some of the dialogue I didn't see any thing (unless its cutscene which was supposed to be 2 words)

Title: Re: Ez Script
Post by: lmalonsof on September 13, 2007, 02:03:38 AM
I can't test your script now, but I can give you some tips you may find interesting:

I'd recommend you to use always the same notation, e.g:

...
Yellow arrow on Villain1

Start Cutscene:
Villain1 says, "I'll kill you, do-gooder"
...

Maybe it doesn't matter at all and the script works fine without it, but I feel safer doing that.

To look for errors, I do the following:

I do a new mission and name it 'test.txt'
I copy and test every encounter one by one: I copy and paste the first one and then I play it. Then the second one and so on.
There you can find which encounter is not working. Once you know it, it's easier to debug it.

Other useful thing to minimize code errors is to use templates. I have working templates for almost every standard encounter and when I want a fight, an examination, an interrogation... I customize the template. You can find most of them at the Ezscript wiki:
http://ezscript.wikispaces.com/Mini-Mods

I hope it helps you!

Title: Re: Ez Script
Post by: Hiroki8 on September 13, 2007, 03:55:09 AM
I tried testing by encounter but even the first one didn't initialize.. :(
Title: Re: Ez Script
Post by: Boalt92 on September 13, 2007, 04:34:33 AM
Hiroki,

I, too, am at a loss.  First thing, download one of Imalonsof's minimods and try it.  If those don't work, you may have some kind of internal problem which would require a reinstall to fix (yuck!).

Otherwise, try Imalonsof's suggestion about changing Villain to Villain1.  One last thing: there seems to be some trouble with the attributes on your "tb bullseye" character (at end of the log).  Try replacing this character with something more generic and see if the encounter fires then.  It'a longshot...but it's all I got.

Sorry

B92
Title: Re: Ez Script
Post by: Hiroki8 on September 13, 2007, 08:10:10 AM
I think I may have to reinstall, I tried the flash mod and it also doesn't work...what do I need to reinstall to fix this?
Title: Re: Ez Script
Post by: M25 on September 13, 2007, 08:56:29 AM
It looks like the game can't find 'tb typhoid mary'.   Make sure you have the spelling exactly the same as the character name (including capital letters). 

Title: Re: Ez Script
Post by: Hiroki8 on September 13, 2007, 07:26:17 PM
fixed it it should have been v not tb Thanks M25. but now I have another problem...it starts up now but the cutscenes don't show up and the heroes and villains don't seem to be making any damage to each other..
Title: Re: Ez Script
Post by: M25 on September 13, 2007, 08:40:21 PM
OK, post your new script.log.

Title: Re: Ez Script
Post by: Hiroki8 on September 13, 2007, 09:37:37 PM
here it is

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
CustomHeadCurrentTime 1189744527.984000
Starting Height Check module 1.4
Starting System Utilities 1.4
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
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
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
! GetMapInfo
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'TOURISTIC TOWN'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=41
storing hero_0: id_1,-41
numberStr=42
storing hero_1: id_2,-42
addArrow m25obj_2arrow m25obj_2 0 1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
initAttribsForChar: working on hero_0 (ma ms marvel)
initAttribsForChar (ma ms marvel): looking at attribute invulnerable2
execInitAttrib: init invulnerable2 attribute
    on hero_0 of template custom_template_41 (ma ms marvel)
initAttribsForChar (ma ms marvel): looking at attribute flier
initAttribsForChar (ma ms marvel): looking at attribute danger sense
initAttribsForChar: working on hero_1 (ma wonderman)
initAttribsForChar (ma wonderman): looking at attribute shapeshifter
execInitAttrib: init shapeshifter attribute
    on hero_1 of template custom_template_42 (ma wonderman)
initAttribsForChar (ma wonderman): looking at attribute invulnerable2
execInitAttrib: init invulnerable2 attribute
    on hero_1 of template custom_template_42 (ma wonderman)
initAttribsForChar: working on m25obj_4 (v typhoid mary)
initAttribsForChar (v typhoid mary): looking at attribute acrobatic
execInitAttrib: init acrobatic attribute
    on m25obj_4 of template v typhoid mary (v typhoid mary)
initAttribsForChar (v typhoid mary): looking at attribute combatskill
execInitAttrib: init combatskill attribute
    on m25obj_4 of template v typhoid mary (v typhoid mary)
initAttribsForChar (v typhoid mary): looking at attribute nimble
initAttribsForChar (v typhoid mary): looking at attribute ffqmad
execInitAttrib: init ffqmad attribute
    on m25obj_4 of template v typhoid mary (v typhoid mary)
"Mad" attribute is allowed by default.
initAttribsForChar: working on m25obj_2 (tb bullseye)
initAttribsForChar (tb bullseye): looking at attribute crack shot
initAttribsForChar (tb bullseye): looking at attribute combatskill
execInitAttrib: init combatskill attribute
    on m25obj_2 of template tb bullseye (tb bullseye)
initAttribsForChar (tb bullseye): looking at attribute nimble
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 'm25enc_simplechoice' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
TRANSFERAI hero_1 to form_1 (watch=0.000000)
initAttribsForChar: working on form_1 (ma wonderman ion)
initAttribsForChar (ma wonderman ion): looking at attribute tempform
execInitAttrib: init tempform attribute
    on form_1 of template ma wonderman ion (ma wonderman ion)
initAttribsForChar (ma wonderman ion): looking at attribute invulnerable2
execInitAttrib: init invulnerable2 attribute
    on form_1 of template ma wonderman ion (ma wonderman ion)
initAttribsForChar (ma wonderman ion): looking at attribute flier
initAttribsForChar (ma wonderman ion): looking at attribute acrobatic
execInitAttrib: init acrobatic attribute
    on form_1 of template ma wonderman ion (ma wonderman ion)
[/spoiler]
Title: Re: Ez Script
Post by: M25 on September 14, 2007, 10:09:56 AM
Encounter: Assasins
Type: Interrogation
Villains: tb bullseye, tb typhoid mary

Alert Cutscene:
Red arrow on Villain

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero
Villain1 says, "There they are! lets have some fun shall we?"
Villain2 turns to Hero
Villain 2 says, "Mmmmmm I feel bloody!"


The last line has a space between Villain and 2  ('Villain 2')  and should be Villain2 without the space.

Title: Re: Ez Script
Post by: Hiroki8 on September 14, 2007, 08:41:50 PM
fixed that :lol: but they still can't damge each other :unsure:
Title: Re: Ez Script
Post by: M25 on September 15, 2007, 08:48:00 PM
Hmmm, that is odd.  If you are having trouble with the other ez script rumble room missions too, the I'd say you need to reinstall ffx 3.2

Edit:  Just a thought... if you are using invulnerability on your characters, it could be enough to prevent your characters from being hurt.

Title: Re: Ez Script
Post by: Hiroki8 on September 15, 2007, 10:28:15 PM
I actually reinstalled ffx 3.2 laready even before this happened  :unsure: I didn't put invulnerability on either Bullseye or Typhoid...I also tried the 4 in built mini mods and they seem to work fine..  :(
Title: Re: Ez Script
Post by: Epimethee on September 16, 2007, 05:32:55 AM
If no one suffers damage and melee attacks always hit, the RPG_SetActive(0) (or rpgOff()) command is active. It's usually used for cutscenes.

Note that this is a standard FF scripting command, not EZ Script.
Title: Re: Ez Script
Post by: Hiroki8 on September 16, 2007, 07:27:08 PM
so what can I do to fix it? actually some of the attacks miss but when they hit it doesn't do damge
Title: Re: Ez Script
Post by: Epimethee on September 17, 2007, 09:00:27 AM
Hmmm... if melee don't always hit, it must be something else. To be certain, open the FF console (procedure: http://freedomreborn.net/archive/index.php?topic=41006.msg572260#msg572260), type RPG_SetActive(1) and check if characters take damage normally. I haven't any further idea, though.
Title: Re: Ez Script
Post by: M25 on September 17, 2007, 09:00:56 AM
I haven't been able to reproduce the problem.  When I run your story (with different villains as I don't have yours) it works as it should.

I know this is a pain, but try using different villains in the first encounter, preferably ones that came with the game (such as thug_with_bat).  I suspect there is something going on with the attributes on the villains you are using.

Title: Re: Ez Script
Post by: Hiroki8 on September 17, 2007, 10:46:17 PM
ok here is what happened..I changed the villains to thugs from the game, they can damage them now but apparently I can only damage one of them...and when I defeated them nothing happened... :blink:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
CustomHeadCurrentTime 1190093944.187000
Starting Height Check module 1.4
Starting System Utilities 1.4
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
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
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'LIBERTY PARK'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=41
storing hero_0: id_1,-41
addArrow m25obj_2arrow m25obj_2 0 1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-100.0, 70.0, 0.5, 0.5, (0.699999988079, 0.600000023842, 0.600000023842))
initAttribsForChar: working on hero_0 (a she hulk)
initAttribsForChar (a she hulk): looking at attribute bezerker
initAttribsForChar (a she hulk): looking at attribute invulnerable2a
execInitAttrib: init invulnerable2a attribute
    on hero_0 of template custom_template_41 (a she hulk)
initAttribsForChar (a she hulk): looking at attribute superleaper
execInitAttrib: init superleaper attribute
    on hero_0 of template custom_template_41 (a she hulk)
initAttribsForChar: working on m25obj_2 (thug_bat_n)
initAttribsForChar (thug_bat_n): looking at attribute weak minded
initAttribsForChar (thug_bat_n): looking at attribute bedevilled
initAttribsForChar: working on m25obj_4 (thug_extra)
initAttribsForChar (thug_extra): looking at attribute timid
initAttribsForChar (thug_extra): looking at attribute weak minded
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 'm25enc_simplechoice' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
initAttribsForChar: working on m25obj_6 (us_soldier)
[/spoiler]

as for the RPG_SetActive can this be found in the localinit?

mine only has this

[spoiler]#
# IGA system initialization file for external release
#
import js
import ff
[/spoiler]
Title: Re: Ez Script
Post by: Lunarman on September 17, 2007, 11:53:00 PM
I don't think you can use RPG_setActive, it's a pytho scripting command not an EZ script one.
Title: Re: Ez Script
Post by: Epimethee on September 18, 2007, 07:27:54 AM
Please forget RPG_SetActive(); your problem is definitively not related to this, after all. Similar apparent symptoms, different illness.

(FWIW, the FF console I referred to allows you to enter FF Python (not EZ Script) commands interactively while you play. More info in the FF mod tools docs, IIRC.)
Title: Re: Ez Script
Post by: M25 on September 18, 2007, 10:39:18 AM
I still can't reproduce the problem on a standard install of FFX 3.2 final, and EZ script doesn't use RPG_SetActive().

Since the Flash mod doesn't work for you either, I suggest a complete re-install of the game (not just ffx). 
Title: Re: Ez Script
Post by: Hiroki8 on September 18, 2007, 06:23:50 PM
if I reinstall would I lose all the heroes that I made?
Title: Re: Ez Script
Post by: catwhowalksbyhimself on September 18, 2007, 06:40:56 PM
No.  They will remain quite safe in there own directory.

You will need to export all you FFX customizations, however, and re-import them after the install.

Now if you did anything in FFEdit, .dat merges and the like, that will be lost, but it should be simple enough to do it again.
Title: Re: Ez Script
Post by: Hiroki8 on September 18, 2007, 06:50:09 PM
Thanks :thumbup: I'll reinstall and see if it works

nothing changed its still the same problem :(

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 11; branch = Gold / Release
Loading m25ai.py v. 3.2.0 build 10; branch = beta 2: m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Rumble Room play.
CustomHeadCurrentTime 1190169775.453000
Starting Height Check module 1.4
Starting System Utilities 1.4
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
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
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
FFX Mission Plugin 'cutscene_power' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Asus\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod Ultimate Alliance.py executed
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'CITY LANDMARKS'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=41
storing hero_0: id_1,-41
Campaign_MakeHeroIndex: Making index <c:\program files\irrational games\freedom force vs the 3rd reich\ffx3\HeroIndexData.txt>
addArrow m25obj_2arrow m25obj_2 0 1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
initAttribsForChar: working on hero_0 (a she hulk)
initAttribsForChar (a she hulk): looking at attribute bezerker
initAttribsForChar (a she hulk): looking at attribute invulnerable2a
execInitAttrib: init invulnerable2a attribute
    on hero_0 of template custom_template_41 (a she hulk)
initAttribsForChar (a she hulk): looking at attribute superleaper
execInitAttrib: init superleaper attribute
    on hero_0 of template custom_template_41 (a she hulk)
initAttribsForChar: working on m25obj_4 (thug_extra)
initAttribsForChar (thug_extra): looking at attribute timid
initAttribsForChar (thug_extra): looking at attribute weak minded
initAttribsForChar: working on civilian_male_2 (civilian_male)
initAttribsForChar: working on civilian_female_1 (civilian_female)
initAttribsForChar: working on m25obj_2 (thug_bat_n)
initAttribsForChar (thug_bat_n): looking at attribute weak minded
initAttribsForChar (thug_bat_n): looking at attribute bedevilled
initAttribsForChar: working on civilian_female_3 (civilian_female)
initAttribsForChar: working on civilian_male_3 (civilian_male)
initAttribsForChar: working on civilian_male_4 (civilian_male)
initAttribsForChar: working on civilian_female_2 (civilian_female)
initAttribsForChar: working on civilian_female_4 (civilian_female)
initAttribsForChar: working on civilian_male_1 (civilian_male)
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 'm25enc_simplechoice' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()[/spoiler]
Title: Re: Ez Script
Post by: M25 on September 18, 2007, 08:15:11 PM
There's a file in ffx3/Missions/Scripts/  called m25config.py.   In that file is a line that looks something like M25_USE_REPORTS = 0

change that to a 1, and then post the script log again, or email it to me if it is too large to post.  It will at least give more information.


Also, do you have the US or the European version of the game, which version of FFX are you using, and do you have any other mods you are using?

Title: Re: Ez Script
Post by: Hiroki8 on September 18, 2007, 08:30:11 PM
curious when I changed the villain to the basic freedom force thug (2 of the same) I managed to damage them...I was using one thug_bat_n and one thug_extra before but couldn't damage the thug_extra so I change both to the one with the bat and managed to damge them both..  :blink:

M25 I'll email you the script its too long could you message me you email add?
and thanks a lot again for the help I really appreciate it :)
Title: Re: Ez Script
Post by: Hiroki8 on September 21, 2007, 04:08:45 AM
finally managed to make parts of this work but there still quite a few things that doesn't work right

[spoiler]Encounter: Meet
Type: Chat
Allies: SHIELD Agent

Alert Cutscene:
Yellow arrow on Ally

Start Cutscene:
Fade for 2 seconds
Ally turns to Hero1

Chat: Cutscene:
Ally turns to Hero1
Hero1 turns to Ally
Ally says, "Sorry to disturb sir, Agent 16 reporting."
Hero1 says, "A S.H.I.E.L.D. agent?"
Ally says, "Yes sir, S.H.I.E.L.D. intelligence just reported that Mysterio has been spotted with a group of Ultron bots."
Hero2 says, "Mysterio?"
Ally says, "S.H.I.E.L.D. has requsted your presence in the scene."
Hero1 says, "Thank you soldier, we are on our way."
Hero1 says: "you heard the man, lets move!."
Fade for 2 seconds[/spoiler]

did I do the chat encounter right? because when I play it it doesn't do anything..what happens is the ally suddenly runs away and it skips to the next encounter...

and also there is this weird thing that happens in some of the cutscenes where the faces of the characters show up but they are not saying anything (usually I just get the name of the character and what they are saying no faces show up)..

[spoiler]Encounter: A.I.M.
Type: Save Civilian
Villains: AIM, AIM, AIM, AIM, AIM, AIM, AIM, AIM
Allies: ffq_civilian_female
Next: If Allies Saved: M.O.D.O.K.
Next: If Allies Lost: Regroup

Alert Cutscene:
Red arrow on Ally
Hero1 says, "There! A.I.M. is kidnapping that woman!"

Start Cutscene:
Villain1 turns to hero
Villain1 says, "Come no closer, or the lady gets it!"
Villain2 says, "But you said she would get it anyway."
Villain1 says, "Quiet!"
Hero1 says, "Quickly, while they are distracted.  Get them!"

Ally Thanks Cutscene:
Ally says, "Thank you."
Hero1 says, "What did they want from you?"
Ally says, "They said it was because I had mutant genes..oh no what if I'm a mutant..."
Hero1 says, "its nothing to be ashamed about."[/spoiler]

and this one I can't talk to the ally after I rescue her....
Title: Re: Ez Script
Post by: Boalt92 on September 21, 2007, 05:13:09 AM
Hiroki,

Take out the colon after "Chat" and it should work
QuoteChat: Cutscene:

For the talking heads:  try putting the head.nif from the "defaulthead" folder in ffx3 into your character folders (along with character.nif and keyframes).  It might not make a difference, but it can't hurt.  Just make sure you have portraits in these characters as that's what the head.nif uses.

Second encounter cutscene should read "Ally Thanks Hero Cutscene:"
QuoteAlly Thanks Cutscene:

Those two typos should fix it....and can you imagine how tough it is to write real code?

B92
Title: Re: Ez Script
Post by: Hiroki8 on September 21, 2007, 06:16:01 AM
yeah I know....I used to program myself but finally gave up...

I tried the chat part again..it still didn't work...the ally still ran away without saying anything..


This is the whole thing..it still doesn't work right...

[spoiler]Story: Ultimate Alliance

Encounter: Assasins
Type: Interrogation
Villains: Bullseye, Typhoid Mary

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero
Villain1 says, "There they are! lets have some fun shall we?"
Camera on Villain2
Villain2 turns to Hero
Villain2 says, "Mmmmmm I feel bloody!"

Interrogation Cutscene:
Camera on Hero1
Hero1 says, "who sent you?"
Villain1 says, "You don't know how big this..eraahhhh"
Hero1 says, "A Psychic assult, this is deeper than we thought."
Hero1 says, "SHIELD just sent a message."

Encounter: Meet
Type: Chat
Allies: SHIELD Agent

Alert Cutscene:
Yellow arrow on Ally

Chat Cutscene:
Ally turns to Hero1
Hero1 turns to Ally
Ally says, "Sorry to disturb sir, Agent 16 reporting."
Hero1 says, "A S.H.I.E.L.D. agent?"
Ally says, "Yes sir, S.H.I.E.L.D. intelligence just reported that Mysterio has been spotted with a group of Ultron bots."
Hero2 says, "Mysterio?"
Ally says, "S.H.I.E.L.D. has requsted your presence in the scene."
Hero1 says, "Thank you soldier, we are on our way."
Hero1 says: "you heard the man, lets move!."

Encounter: Mysterio
Type: Rampage
Villains: Mysterio
Minions: Ultron bot

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Hero1 says, "Mysterio activated some of the Ultron bots!"
Villain1 says, "Welcome heroes to my house of Illusions!"

End Cutscene:
Camera on Hero1
Hero1 says, "This was a diversion."

Encounter: A.I.M.
Type: Save Civilian
Villains: AIM, AIM, AIM, AIM, AIM, AIM, AIM, AIM
Allies: ffq_civilian_female
Next: If Allies Saved: M.O.D.O.K.
Next: If Allies Lost: Regroup

Alert Cutscene:
Red arrow on Ally
Hero1 says, "There! A.I.M. is kidnapping that woman!"

Start Cutscene:
Villain1 turns to hero
Villain1 says, "Come no closer, or the lady gets it!"
Villain2 says, "But you said she would get it anyway."
Villain1 says, "Quiet!"
Hero1 says, "Quickly, while they are distracted.  Get them!"

Ally Thanks Hero Cutscene:
Ally says, "Thank you."
Hero1 says, "What did they want from you?"
Ally says, "They said it was because I had mutant genes..oh no what if I'm a mutant..."
Hero1 says, "its nothing to be ashamed about."

Encounter: M.O.D.O.K.
Type: Interrogation
Villains: MODOK
minions: AIM

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Villain1 says, "Get back heroes! you will not be allowed to live for interfering with our plans."
Hero2 says, "M.O.D.O.K., I knew you would show your face sooner or later. You were also the one who the Psychic assult on those two assasins earlier weren't you!"
Villain1 says, "excellent conclusion but I will not be denied my prize by one such as you!"

Interrogation Cutscene:
Camera on Villain1
Villain1 says, "Nooo! This cannot be happening!! my calculations are never wrong!! I knew I should have not trusted them!"
Hero1 says, " Them? there is a bigger plot going on here.."
wait for 10 seconds

Encounter: Regroup
Type: Chat
Allies: SHIELD Agent

Alert Cutscene:
Yellow arrow on Ally

Chat Cutscene:
Ally turns to Hero1
Hero1 turns to Ally
Ally says, "Agent 16 reporting."
Hero1 says, "Yes soldier, anything to report?"
Ally says, "S.H.I.E.L.D. intelligence just reported that atlantean forces has been spotted moving towards the surface in what looks to be an invasion."
Hero2 says, "What?!"
Ally says, "I have been assigned to tell you that S.H.I.E.L.D. has requested your help to stop the initial force so that S.H.I.E.L.D. can have time to prepare a proper response."
Hero1 says, "Thank you soldier, we are on our way."

Chat won Cutscene:
Hero1 says: "you heard the man, lets move!."

Encounter: Atlantis Attacks!
Type: Rescue Caged
Villains: Atlantean, Atlantean, Atlantean, Atlantean, Atlantean, Atlantean, Atlantean
Allies: Namor
Next: If Allies Saved: Fin Fang Foom
Next: If Allies Lost: End

Alert Cutscene:
Set Lighting to night
Red arrow on Ally
Hero1 says, "We just recieved intel from S.H.I.E.L.D. that Atlantis has attacked, we are asked to stop their advance."

Start Cutscene:
Villain1 says, "Out of our way surface dweller! we have finally been allowed to put an end to the threat of your kind"
Ally says, "Heroes I don't know what has been going on but you have to stop them from going to war!."
Villain1 says, "No! we will not be denied retribution!"
Hero1 says, "Whats happening? why is Namor caged?"

Ally Thanks Hero Cutscene:
Ally says, "I do not know what happened, I suddenly lost consciousness and just recently came to, imprisoned."
Hero1 says, "it must be the work of M.O.D.O.K., we just defeated him that must have lifted him hold on you."
Ally says, "In any case if this offensive assult is done to me or my people again I will take it as an act of war and act appropriately."
Hero1 says, "you're welcome."

Encounter: Meet2
Type: Chat
Allies: SHIELD Agent

Alert Cutscene:
Yellow arrow on Ally

Chat Cutscene:
Ally turns to Hero1
Hero1 turns to Ally
Ally says, "Agent 16 reporting."
Hero1 says, "Yes soldier."
Ally says, "S.H.I.E.L.D. has examined the woman you rescued from A.I.M. and found her to have latent mutant genes."
Hero2 says, "What does this suggest?"
Ally says, "S.H.I.E.L.D. scientists found findings to suggest that if her powers were to manifest she would be able to create an E.M.P. shock wave large enough to disable global electronic systems."
Hero1 says, "A giant E.M.P. bomb...we must find out where their next target is."
Ally says, "S.H.I.E.L.D. will get on it right away sir...Report just in sir! Intelligence has reported a disturbance regarding a giant green monster.."

Chat won Cutscene:
Hero1 says: "you heard the man, lets move!."

Encounter: Fin Fang Foom
Type: Fight
Villains: Fin Fang Foom

Alert Cutscene:
Shake Camera
Red arrow on Villain1

Start Cutscene:
Camera on Villain1
Hero2 says, "its Fin Fang Foom!"
Villain1 says telepathically, "Tremble Mortals!!"

End Cutscene:
Hero1 says, "What could this all mean?"

Encounter: Valley of the Spirits
Type: Fight
Villains: Grey Gargoyle, x danger drone m, x danger drone m

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Camera on Villain1
Villain1 says, "Heroes? what are you doing here?"
Hero1 says, "Mandarin invited us."

Encounter: The Mandarin
Type: Interrogation
Villains: Mandarin
minions: x danger drone m

Alert Cutscene:
Villain1 Teleports to Hero1
Red arrow on Villain1

Start Cutscene:
Camera on Villain1
Villain1 says, "How dare you enter my Palace!!"
Hero1 says, "all your taunting certainly didn't help."
Villain1 says, "What are you talking about?! I haven't....Them!!"
Hero1 says, "Them?"
Villain1 says, "I will not stand for this!! you will be punushed for your intrusion!"

Interrogation Cutscene:
Villain1 says, "Hahahaha they actually used you attack me."
Hero1 says, "They?"
Villain1 says, "The Masters of Evil!"
Hero1 says, "Why would they attack you?"
Villain1 says, "I attempted to take control but failed so I left their little cabal."

End Cutscene:
Hero1 says, "I have a feeling this is just the begining."[/spoiler]
Title: Re: Ez Script
Post by: M25 on September 21, 2007, 09:28:13 AM

In your chat cutscene you have references to Hero1 and Hero2.  If you play the mission with only one hero, the cutscene will never play, since EZ script can't find two different heroes to say the dialogue.

Chat Cutscene:
Ally turns to Hero1
Hero1 turns to Ally
Ally says, "Sorry to disturb sir, Agent 16 reporting."
Hero1 says, "A S.H.I.E.L.D. agent?"
Ally says, "Yes sir, S.H.I.E.L.D. intelligence just reported that Mysterio has been spotted with a group of Ultron bots."

THE PROBLEM IS HERE ----> Hero2 says, "Mysterio?"

Ally says, "S.H.I.E.L.D. has requsted your presence in the scene."
Hero1 says, "Thank you soldier, we are on our way."
Hero1 says: "you heard the man, lets move!."




In your Save Civilian Cutscene (and probably others) it looks like you wrote it in Word or some other word processing program.   The problem here is that word processors don't use standard quotation marks when they save to text files. You have to go into the text file and change all of the quotation marks to the standard "  (not " or ").  EZ script currently can't read the dialogue correctly so it looks like it isn't playing.

In the start cutscene you've used both 'hero' and 'Hero1' which is probably not what you wanted.


The talking head issue:
When you use dialogue in your cutscene that already exists in the game (things like "Thank you.") EZ script will try to use a talking head.  If the character doesn't have a talking head (ffq_civilian_female does not), then it will display the speech caption without the head. 

Title: Re: Ez Script
Post by: M25 on September 21, 2007, 09:55:10 AM
To follow up on the previous problem Hiroki8 was having with characters not being able to damage each other - the 'affects enemies only' option was checked on the powers being used.  This option can cause problems as characters spawned from custom heroes won't register as enemies for the purpose of the 'affects enemies only' option, even when you've labeled them as villains in EZ script.

Title: Re: Ez Script
Post by: Hiroki8 on September 24, 2007, 08:55:14 AM
I have a new question:

how come when I start this encounter up the ally I'm supposed to talk to disappears before I even get to talk to him? :unsure:

[spoiler]Encounter: Request
Type: Chat
Allies: Prof X astral

Alert Cutscene:
Ally teleports to Hero1
Yellow arrow on Ally
Play effect effect_ffx_translucency at Ally

Chat Cutscene:
Ally turns to Hero1
Ally says Telepathically, "Heroes! your help is needed!"
Hero1 says, "Charles? What is the problem?"
Ally says Telepathically, "I was recently contacted by Lilandra, she warned me of an invasion force that she believes is already on Earth."
Hero1 says, "An invasion? but by whom?"
Ally says Telepathically, "She was cut off before I could find out. I would like you to investigate."
Hero1 says, "We will do what we can."
Ally says Telepathically: "Thank you, I will be in telepathic contact and assist you in anyway I can."[/spoiler]
Title: Re: Ez Script
Post by: M25 on September 25, 2007, 01:56:50 PM
It looks correct.  Check the name of the ally to make sure it matches the name of the hero file.
Title: Re: Ez Script
Post by: Hiroki8 on September 25, 2007, 09:31:09 PM
its working now :thumbup: apparently I can't start the mission with that encounter..by the way can I make any ally teleport out of that scene?
Title: Re: Ez Script
Post by: M25 on September 26, 2007, 08:31:30 AM
I was able to start a mission with that encounter, but I'm glad it's working for you now regardless.

You can teleport an ally anywhere, but you need to have something on the map to teleport them to, either a marker or another character.

Title: Re: Ez Script
Post by: Boalt92 on September 26, 2007, 11:36:48 AM
Quotehow come when I start this encounter up the ally I'm supposed to talk to disappears before I even get to talk to him?
I think I found the problem:

QuoteAlly says Telepathically, "Heroes! your help is needed!"
Since the ally is already part of the encounter, you do not have to use "Telepathically".

Just a thought

B92
Title: Re: Ez Script
Post by: Hiroki8 on September 26, 2007, 06:45:46 PM
I try it again if the telepathic conversation has any effect..about the teleportation thing..I was using the conversation as professor X being an astral projection but it would look weird if he ran away after the encounter.. any ideas on how to fix this?
Title: Re: Ez Script
Post by: Boalt92 on September 26, 2007, 06:57:57 PM
If memory serves, "telepathically" allows you to use a character who is not part of the encounter.  Try this:
Encounter: Request
Type: Cutscene

Alert Cutscene:
cinematic camera on Hero1
Prof X astral says Telepathically, "Heroes! your help is needed!"
Hero1 says, "Charles? What is the problem?"
Prof X astral says Telepathically, "I was recently contacted by Lilandra, she warned me of an invasion force that she believes is already on Earth."
Hero1 says, "An invasion? but by whom?"
Prof X astral says Telepathically, "She was cut off before I could find out. I would like you to investigate."
Hero1 says, "We will do what we can."
Prof X astral says Telepathically: "Thank you, I will be in telepathic contact and assist you in anyway I can."


You don't get the cool effect on Professor X, but you also don't have to worry about teleporting anything, and you should be able to use this for all Professor X's "psychic" dialogue.

B92
Title: Re: Ez Script
Post by: Hiroki8 on September 26, 2007, 07:51:40 PM
Tried it but there was an error after the first encounter..something about the next encounter not existing or it being broken..

[spoiler]Encounter: Request
Type: Cutscene
Next: Invasion

Start Cutscene:
Cinematic camera on Hero1
Prof X astral says Telepathically, "Heroes! your help is needed!"
Hero1 says, "Charles? What is the problem?"
Prof X astral says Telepathically, "I was recently contacted by Lilandra, she warned me of an invasion force that she believes is already on Earth."
Hero1 says, "An invasion? but by whom?"
Prof X astral says Telepathically, "She was cut off before I could find out. I would like you to investigate."
Hero1 says, "We will do what we can."
Prof X astral says Telepathically: "Thank you, I will be in telepathic contact and assist you in anyway I can."
[/spoiler]..

after the first encounter the second one becomes an error


Title: Re: Ez Script
Post by: M25 on September 27, 2007, 07:52:21 AM
speak telepathically probably won't work correctly for characters in hero files.  It's meant for built-in characters - otherwise the game has no template to work from. 

I would go with the first version you posted, where the Prof gets teleported to the hero.  If you want the character to speak and then disappear, you can destroy them at the end of the cutscene.

Ally is destroyed.



Title: Re: Ez Script
Post by: Hiroki8 on September 27, 2007, 07:29:41 PM
Thanks  :D I'll try that  :thumbup:

question: would it be possible to simulate shapeshifting in a cutscene? like a civilian turning into a Skrull for instance.