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EZScript: The Flash

Started by solanatcydl, June 06, 2007, 01:21:47 AM

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solanatcydl

Hi everyone,

Regarding to the EZScript mission database, I've started to code more quick missions for several heroes. These missions are supposed to be like comics: one history per mission, in the same way like Benton's EZSCript comics. (Benton please feel free to include any of these missions in your DC blank project)

I am debugging the first mission.
This is what I want to happen: After some interrogations, Flash disarms three bombs.
This is what happens: After some interrogations, nothing.

I can“t find any syntax error, and I'd appreciate some help. Thanks in advance!

Here is the code:



Story: flash1
# Hero1: flash
#Villains: none


#-----------------------------------------

Encounter: chat1
Type: Cutscene


Start Cutscene:
Set lighting to night
Cinematic camera on Hero1
Hero1 says, "Ok, time to start my patrol!"

#--------------------------------------------

Encounter: int1
Type: Interrogation
Villains: ice_trooper, ice_trooper, ice_trooper, ice_trooper

Alert Cutscene:
Yellow arrow on Villain

Start Cutscene:
Cinematic camera on Villain1
Villain1 turns to Hero1
Villain1 says, "Look out! The Flash!"
Hero1 moves to Villain1
Hero1 says, "Don't worry boys, I'll take care of you before you can say 'Please bring me in!'"
Villain1 says, "Freeze him!"

Interrogation Cutscene:
Camera on Villain1
Villain1 says, "No... It's not possible..."
Hero1 moves to Villain1
Villain1 turns to Hero1
Hero1 says, "Where did you get these weapons?"
Villain1 says, "What do you think if Icycle's technology were produce in mass... This is your end, hero!"
Hero1 says, "This could be a big problem."

#-----------------------------------------


Encounter: int2
Type: Interrogation
Villains: ice_trooper, ice_trooper, ice_trooper, ice_trooper

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Camera on Villain1
Villain1 says, "Take everything you can!"
Hero1 moves to Villain1
Hero1 says, "Ok gentlemen. Take it easy and there'll be no problems."
Villain1 says, "Fire!... I mean, freeze him!"

Interrogation Cutscene:
Camera on Villain1
Villain1 says, "Please, don't hit me more!"
Hero1 moves to Villain1
Villain1 turns to Hero1
Hero1 says, "Who are you working for?"
Villain1 says, "She's bad, man! She's going to freeze the city..."
Hero1 says, "Who is she?."
Villain1 says, "Icycle's daugther."
Hero1 says, "I will need no more than five seconds to find her if she's in the city."

#-----------------------------------------

Encounter: int3
Type: Interrogation
Villains: ice_queen
Minions: ice_trooper

Alert Cutscene:
Red arrow on Villain1

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero1
Hero1 moves to Villain1
Villain1 says, "You are the reason of my existence! I was created to defeat you! Your fate it's written!"
Hero1 says, "I don't know what are you talking about lady, but you have to explain lots of things."
Villain1 says, "Take him down!"

Interrogation Cutscene:
Camera on Villain1
Villain1 says, "Father, please forgive me..."
Hero1 moves to Villain1
Villain1 turns to Hero1
Hero1 says, "What's this all about?"
Villain1 says, "Do you think you have defetead me?"
Hero1 says, "Well, it seems so."
Villain1 says, "You are completely wrong. I have place three bombs in different places of the city."
Hero1 says, "You're bluffing."
Villain1 says, "Do you think so? Well, the first one will explode in one minute, the second one in two minutes and the third in three."
Hero1 says, "This is a sloppy try to free you!"
Villain1 says, "My father used to say you were so fast that he couldn't even think. We have a good chance to check it!"
Hero1 says, "Oh, damn it!"

#-----------------------------------------

Encounter: Disarm
Type: Disarm Bomb
Villains: ice_trooper, ice_trooper, ice_trooper, ice_trooper
Bomb: nazihq_lab_machine_1
Time: 60

Alert Cutscene:
Yellow arrow on Villain1

Start Cutscene:
Camera on Villain1 to Hero1
Villain1 turns to Hero1
Villain1 says, "He's here! Defend the bomb with your very lives!"

Disarm Bomb Cutscene:
Cinematic camera on Hero1
Hero1 says, "Let's cross the fingers..."

Bomb Exploding Cutscene:
Cinematic camera on Hero1
Hero1 says, "Hold on!"

Bomb Disarmed Cutscene:
Cinematic camera on Hero1
Hero1 says, "Fiuu! The first one!"

Bomb Exploded Cutscene:
Cinematic camera on Hero1
Hero1 says, "Oh, dren!"

#-----------------------------------------


Encounter: Disarm2
Type: Disarm Bomb
Villains: ice_trooper, ice_trooper, ice_trooper, ice_trooper
Bomb: nazihq_lab_machine_1
Time: 60

Alert Cutscene:
Yellow arrow on Villain1

Start Cutscene:
Camera on Villain1 to Hero1
Villain1 turns to Hero1
Villain1 says, "He's here! We just have to slow him down! For the other bomb he'll only have 30 seconds!"
Hero1 says, "That's not fair! She said one minute for each bomb!"

Disarm Bomb Cutscene:
Cinematic camera on Hero1
Hero1 says, "I'll try to do the same thing as before..."

Bomb Exploding Cutscene:
Cinematic camera on Hero1
Hero1 says, "Hold on!"

Bomb Disarmed Cutscene:
Cinematic camera on Hero1
Hero1 says, "Ok, the second one is done!"

Bomb Exploded Cutscene:
Cinematic camera on Hero1
Hero1 says, "Oh, dren!"

#-----------------------------------------


Encounter: Disarm3
Type: Disarm Bomb
Villains: ice_trooper, ice_trooper, ice_trooper, ice_trooper
Bomb: nazihq_lab_machine_1
Time: 30

Alert Cutscene:
Yellow arrow on Villain1

Start Cutscene:
Camera on Villain1 to Hero1
Villain1 turns to Hero1
Hero1 moves to Villain1
Villain1 says, "You're running out of time!"

Disarm Bomb Cutscene:
Cinematic camera on Hero1
Hero1 says, "Only one left..."

Bomb Exploding Cutscene:
Cinematic camera on Hero1
Hero1 says, "Hold on!"

Bomb Disarmed Cutscene:
Cinematic camera on Hero1
Hero1 says, "Ok, that's it!"

Bomb Exploded Cutscene:
Cinematic camera on Hero1
Hero1 says, "Oh, dren!"

#-----------------------------------------


Encounter: chat2
Type: Cutscene

Start Cutscene:
Cinematic camera on Hero1
Hero1 says, "Icycle's daugther is gone, of course."
Hero1 says, "I'm sure this won't be the last time I heard about her..."


M25

I played this from start to end and it worked fine, although the last bomb did explode on me before I could get to it!

Are you using the final release version of FFX 3.2?   There was a bug in the beta version that prevented the Disarm Bomb encounter from working.

Otherwise, go into FFX3/Missions/Scripts/m25config.py  and change
M25_USE_REPORT = 0
to
M25_USE_REPORT = 1

Any errors should then show up.




solanatcydl

Ok, I'll try installing the last version.

Thanks!

solanatcydl

Hi,

I'm trying to code more chapters of the series, but I'm having problems.

What happens?
1.- Start Cutscene of enc2 doesn't play
2.- chat2 works fine
3.- int1 doesn't initialize

Here is is the code

# Heroes: Flash
# Map: liberty park

Story: flash3

#-----------------------------------------

Encounter: chat1
Type: Cutscene

Start Cutscene:
Set lighting to night
Camera on hero1
hero1 says, "The police radio said there are robberies all over the city!"

#-------------------------------------------------------------------------------

Encounter: enc1
Type: Fight
Villains: thug_with_bat, thug_with_gun, thug_with_gun, thug_with_grenade, tank_ger

Alert Cutscene:
Yellow arrow on villain1

Start Cutscene:
Camera on villain1
villain1 turns to hero1
hero1 says, "A tank? What's next?"
villain1 says, "Flash! OK, you know what to do!"
#-------------------------------------------------------------------------------
Encounter: enc2
Type: Fight
Villains: thug_with_bat, thug_with_gun, thug_with_gun, thug_with_grenade

Alert Cutscene:
Yellow arrow on villain1

Start Cutscene:
Camera on villain1
villain1 turns to hero1
hero1 says, "Ok, boys. What's happening today?"
villain1 says, "You are even more idiot that we thought. Fire!"
#-------------------------------------------------------------------------------
Encounter: chat2
Type: Cutscene

Start Cutscene:
Camera on hero1
hero1 says, "This is not working. I must ask one of this idiots who's the boss here..."

#-------------------------------------------------------------------------------

Encounter: int1
Type: Interrogation
Villains: thug_with_bat, thug_with_grenade, thug_with_grenade, thug_with_grenade, thug_with_grenade, thug_with_gun, thug_with_gun, thug_with_gun, thug_with_gun

Start Cutscene:
Cinematic camera on villain1
villain1 turns to hero1
villain1 says, "There he is!"
hero1 says, "Oh, perfect! I was looking for just one of you... not an army!"
villain1 says, "Kill him!"

Interrogation Cutscene:
Camera on villain1
villain1 says, "Idiot... this is merely a distraction..."
hero1 moves to villain1
villain1 turns to hero1
hero1 says, "What do you mean? For what?"
villain1 says, "We knew this is your city. What's the most important event of the city?"
hero1 says, "The Fair!"

#-----------------------------------------

#-------------------------------------------------------------------------------
Encounter: enc4
Type: Fight
Villains: thug_with_bat, thug_with_grenade, thug_with_grenade, thug_with_grenade, thug_with_grenade, thug_with_gun, thug_with_gun, thug_with_gun, thug_with_gun
Allies: cop, cop

Alert Cutscene:
Yellow arrow on villain1

Start Cutscene:
Camera on villain1
villain1 turns to hero1
ally1 says, "Flash! They started to attack the people of the fair!"
hero1 says, "What did they want?"
ally1 says, "Apparently nothing, that is the strange thing!"
hero1 says, "Ok, let's do the work quickly... I think this is another distraction!"
#-------------------------------------------------------------------------------
Encounter: enc5
Type: Fight
Villains: thug_with_gun, thug_with_gun, tank_ger, tank_ger

Alert Cutscene:
Yellow arrow on villain1

Start Cutscene:
Camera on villain1
villain1 turns to hero1
hero1 says, "Two tanks? Are you insane?"
villain1 says, "Intergang takes superheroes very seriously, you know."
hero1 says, "Intergang?"
villain1 says, "Yeah, we're famous! In this moment while we are fighting, we are stealing chemicals in the other part of the city. We are very clever, don't you think?"
hero1 says, "Uhh... yes, sure..."

#-------------------------------------------------------------------------------

Encounter: enc6
Type: Fight
Villains: pin_stripe, mafioso, mafioso, thug_with_grenade, thug_with_grenade, tank_ger
Objects: truck_night_ger_cargo
Next: End

Alert Cutscene:
Red arrow on villain1

Start Cutscene:
Cinematic camera on villain1
villain1, "Hello Flash. As you can see we are leaving, see you next time!"
hero1 says, "Intergang, uh? I thought you were clever than this!"
villain1, "Look, smart guy. We haven't anything against you. Let us leave and you'll live to fight another day."
hero1 says, "Upon my dead body."
villain1, "Shoot him down!"


End Cutscene:
hero1 says, "Think twice next time you visit this city!"



solanatcydl

(Cont)

I read the script.log, but I don't know what it's trying to tell me. Here it is... well, part of it:

ENCOUNTER: Encounter spawn complete for 3
ENCOUNTER: Encounter cutscenes complete for 3
ENCOUNTER: Encounter goals complete for 3
ENCOUNTER: Encounter objectives complete for 3
ENCOUNTER: Encounter parameters complete for 3
ENCOUNTER: Encounter post function 'EncStartOnEnterMarker_Setup'
ENCOUNTER: Encounter post complete for 3
ENCOUNTER: Saving encounter data for 3
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['villain1', 'villain']], ['cutscene', "CS_AddArrow('villain1arrow', 'villain1', arrow_type=js.ARROW_YELLOW)"]] : None ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_AddArrow('m25obj_12arrow', 'm25obj_12', arrow_type=js.ARROW_YELLOW)
CUTSCENE: calling PlayCurrentCutscene 4
CUTSCENE: playing ff.CS_AddArrow(4,'m25obj_12arrow', 'm25obj_12', arrow_type=js.ARROW_YELLOW)
addArrow m25obj_12arrow m25obj_12 1 1
ENCOUNTER: Encounter setup complete for 3
CUTSCENE: calling cutscene return function.
CUTSCENE: no return function to call.
initAttribsForChar: working on m25obj_16 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_14 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_12 (thug_with_bat)
initAttribsForChar (thug_with_bat): looking at attribute timid
initAttribsForChar (thug_with_bat): looking at attribute weak minded
initAttribsForChar: working on m25obj_18 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
AI: AISetRunning m25obj_12 to 0
AI: AISetRunning m25obj_14 to 0
AI: AISetRunning m25obj_16 to 0
AI: AISetRunning m25obj_18 to 0
ENCOUNTER: Enc_CheckStart starting 3
AI: AIRun is restarting m25obj_12
AI: AISetRunning m25obj_12 to 1
AI: AIRun is restarting m25obj_14
AI: AISetRunning m25obj_14 to 1
AI: AIRun is restarting m25obj_16
AI: AISetRunning m25obj_16 to 1
AI: AIRun is restarting m25obj_18
AI: AISetRunning m25obj_18 to 1
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'Enc_StandardStartEnable(3)'
ENCOUNTER: PlayCutsceneFromList(): None : 'Enc_StandardStartEnable(3)' ... []
GROUP: 'm25obj_12' automatically promoted to leader of group '3_minion'
GROUP: 'm25obj_12' made leader of group '3_minion'
GOAL: Adding goal Goal_Guard(1011,'m25obj_12',19) to character m25obj_14
GOAL: Adding goal Goal_Guard(1012,'m25obj_12',19) to character m25obj_16
GOAL: Adding goal Goal_Guard(1013,'m25obj_12',19) to character m25obj_18
GROUP: '3_minion' set to guard 'm25obj_12'
GOAL: Adding goal Goal_StayWithTeam(1014,20) to character m25obj_12
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(3) - None
AI: m25obj_12:'thug_with_bat' move to 'hero_0'
AI: m25obj_14:'thug_with_gun'  'hero_0'
AI: m25obj_16:'thug_with_gun' thug Pistol Shot attack on 'hero_0'
AI: m25obj_18 overpowers his/her/its attack!
AI: m25obj_18:'thug_with_grenade' thug Grenade attack on 'hero_0'
AI: m25obj_12 no tactic chosen this cycle.
AI: m25obj_14:'thug_with_gun'  'hero_0'
AI: m25obj_12:'thug_with_bat' thug with bat Club attack on 'hero_0'
GROUP: '3_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_12kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_12', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_batkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_12', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_12', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(3) - None
GROUP: '3_minion' leader koed
GROUP: 'm25obj_14' automatically promoted to leader of group '3_minion'
GROUP: 'm25obj_14' made leader of group '3_minion'
GOAL: Removing goal Goal_Guard( from character m25obj_14
GOAL: Removing goal Goal_Guard( from character m25obj_16
GOAL: Adding goal Goal_Guard(1015,'m25obj_14',19) to character m25obj_16
GOAL: Removing goal Goal_Guard( from character m25obj_18
GOAL: Adding goal Goal_Guard(1016,'m25obj_14',19) to character m25obj_18
GROUP: '3_minion' set to guard 'm25obj_14'
GOAL: Adding goal Goal_StayWithTeam(1017,20) to character m25obj_14
AI: m25obj_14:'thug_with_gun' thug Pistol Shot attack on 'hero_0'
GROUP: '3_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_16kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_16', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_gunkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_16', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_16', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(3) - None
GROUP: '3_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_18kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_18', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_grenadekocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_18', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_18', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(3) - None
AI: m25obj_14:'thug_with_gun'  'hero_0'
AI: m25obj_14:'thug_with_gun'  'hero_0'
GROUP: '3_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_14kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_14', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_gunkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_14', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_14', 'fallen']]
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(3) - ['villains gone']
ENCOUNTER: PlayEncCutscene(): 'endcs' : "EncCustom_CleanUp(3, ['end', 'villains gone'])"
ENCOUNTER: PlayCutsceneFromList(): None : "EncCustom_CleanUp(3, ['end', 'villains gone'])" ... []
ENCOUNTER: Encounter ended 3 with ['end', 'villains gone']
GROUP: '3_minion' leader koed
ENCOUNTER: Setting up encounter 4
ENCOUNTER: Start marker found for ['encounter'] 'encounter4'
GROUP: '4_minion' set to []
GROUP: '4_minion' set to []
GROUP: '4_minion' set to []
GROUP: '4_ally' set to []
GROUP: '4_ally' set to []
GROUP: '4_object' set to []
GROUP: '4_object' set to []
ENCOUNTER: Encounter spawn complete for 4
ENCOUNTER: Encounter cutscenes complete for 4
ENCOUNTER: Encounter goals complete for 4
ENCOUNTER: Encounter objectives complete for 4
ENCOUNTER: Encounter parameters complete for 4
ENCOUNTER: Encounter post function 'SingleCutscene_Setup'
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'SingleCutscene_End(4,"end")'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['hero1', 'hero']], ['cutscene', 'CS_Start()', "CS_Camera('hero1', dist=-160, yaw=0)", 'CS_Speak(\'hero1\', "This is not working. I must ask one of this idiots who\'s the boss here...", force=0)', 'CS_End()']] : 'SingleCutscene_End(4,"end")' ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('hero_0', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('hero_0',"This is not working. I must ask one of this idiots who's the boss here...", force=0)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 5
CUTSCENE: playing ff.CS_Start(5)
ENCOUNTER: Encounter post complete for 4
ENCOUNTER: Saving encounter data for 4
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: Encounter setup complete for 4
CUTSCENE: playing ff.CS_Camera(5,'hero_0', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(5,'hero_0',"This is not working. I must ask one of this idiots who's the boss here...", force=0)
AI: AISetRunning m25obj_18 to 0
GROUP: 'm25obj_12' removed from group '3_minion'
GROUP: '3_minion' set to ['m25obj_14', 'm25obj_16', 'm25obj_18']
CUTSCENE: playing ff.CS_End(5)
AI: AIRun is restarting m25obj_18
AI: AISetRunning m25obj_18 to 1
CUTSCENE: calling cutscene return function.
ENCOUNTER: Encounter ended 4 with 'end'
GROUP: 'm25obj_16' removed from group '3_minion'
GROUP: '3_minion' set to ['m25obj_14', 'm25obj_18']
ENCOUNTER: Setting up encounter 5
ENCOUNTER: Start marker found for ['encounter'] 'encounter3'
GROUP: '5_minion' set to []
GROUP: '5_minion' set to []
AI: SetupAI() - setting ai for m25obj_20 ('thug_with_bat')
AI: SetupAI() - setting ai for m25obj_22 ('thug_with_grenade')
AI: SetupAI() - setting ai for m25obj_24 ('thug_with_grenade')
AI: SetupAI() - setting ai for m25obj_26 ('thug_with_grenade')
AI: SetupAI() - setting ai for m25obj_28 ('thug_with_grenade')
AI: SetupAI() - setting ai for m25obj_30 ('thug_with_gun')
AI: SetupAI() - setting ai for m25obj_32 ('thug_with_gun')
AI: SetupAI() - setting ai for m25obj_34 ('thug_with_gun')
AI: SetupAI() - setting ai for m25obj_36 ('thug_with_gun')
GROUP: 'm25obj_20' added to group '5_minion'
GROUP: 'm25obj_22' added to group '5_minion'
GROUP: 'm25obj_24' added to group '5_minion'
GROUP: 'm25obj_26' added to group '5_minion'
GROUP: 'm25obj_28' added to group '5_minion'
GROUP: 'm25obj_30' added to group '5_minion'
GROUP: 'm25obj_32' added to group '5_minion'
GROUP: 'm25obj_34' added to group '5_minion'
GROUP: 'm25obj_36' added to group '5_minion'
GROUP: '5_minion' set to ['m25obj_20', 'm25obj_22', 'm25obj_24', 'm25obj_26', 'm25obj_28', 'm25obj_30', 'm25obj_32', 'm25obj_34', 'm25obj_36']
GROUP: '5_ally' set to []
GROUP: '5_ally' set to []
GROUP: '5_object' set to []
GROUP: '5_object' set to []
GROUP: '5_cohort' set to []
GROUP: '5_cohort' set to []
GROUP: '5_cohort' set to []
ENCOUNTER: Encounter spawn complete for 5
ENCOUNTER: Encounter cutscenes complete for 5
ENCOUNTER: Encounter goals complete for 5
ENCOUNTER: Encounter objectives complete for 5
ENCOUNTER: Encounter parameters complete for 5
ENCOUNTER: Encounter post function 'Interrogate_Setup'
ENCOUNTER: Encounter post function 'EncStartOnEnterMarker_Setup'
ENCOUNTER: Encounter post complete for 5
ENCOUNTER: Saving encounter data for 5
ENCOUNTER: PlayEncCutscene(): 'alertcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: Encounter setup complete for 5
initAttribsForChar: working on m25obj_22 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
initAttribsForChar: working on m25obj_26 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
initAttribsForChar: working on m25obj_32 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_28 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
initAttribsForChar: working on m25obj_34 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_30 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_36 (thug_with_gun)
initAttribsForChar (thug_with_gun): looking at attribute timid
initAttribsForChar (thug_with_gun): looking at attribute weak minded
initAttribsForChar: working on m25obj_20 (thug_with_bat)
initAttribsForChar (thug_with_bat): looking at attribute timid
initAttribsForChar (thug_with_bat): looking at attribute weak minded
initAttribsForChar: working on m25obj_24 (thug_with_grenade)
initAttribsForChar (thug_with_grenade): looking at attribute weak minded
AI: AISetRunning m25obj_20 to 0
AI: AISetRunning m25obj_22 to 0
AI: AISetRunning m25obj_24 to 0
AI: AISetRunning m25obj_26 to 0
AI: AISetRunning m25obj_28 to 0
AI: AISetRunning m25obj_30 to 0
AI: AISetRunning m25obj_32 to 0
AI: AISetRunning m25obj_34 to 0
AI: AISetRunning m25obj_36 to 0
GROUP: 'm25obj_14' removed from group '3_minion'
GROUP: '3_minion' set to ['m25obj_18']
GROUP: 'm25obj_18' removed from group '3_minion'
GROUP: '3_minion' set to []
GROUP: empty '3_minion' cannot have a leader promoted


Yes, I debug the scripts with Superman. It's faster and easier...

Well, the same thing happens in the 2nd chapter of Adam Strange. I've coded it weeks ago, but I don't have time for debugging... and I think it's the same error than here: problem with a certain cutscene and then everything goes wrong.

Thanks in advance!

M25

I haven't had a chance to test your mission, but make sure that you have a blank line after each cutscene.

Having a comment after the cutscene is not the same as a blank line.

So this won't work.

Start Cutscene:
Camera on hero
Hero says, "Wow."
#------------
Encounter chat:




It needs a blank line after the cutscene:

Start Cutscene:
Camera on hero
Hero says, "Wow."

#------------
Encounter chat:

solanatcydl

Hello,

I've tried what you said about the blank line and the cutscene for enc2 is now working. The mission stops there, nothing happens after that. Int1 doen't initialize.

Thanks in advance.

Boalt92

are you giving int1 a chance to initialize?  meaning: it begins with a start cutscene, not an alert cutscene, so it will not begin until you are in the general vicinity of the encounter.

try adding an alert cutscene using "red arrow on villain1" or "teleport all villains to hero1" or something like that, just to make sure the encounter has a chance to start.

B92

solanatcydl

You are right. I was expecting an arrow but there is no alert cutscene...

Thanks, I'll test it!

solanatcydl

Everything is working fine! I forgot that alert cutscene!

Thanks to everybody!

lmalonsof

Hi everyone,

I'm trying to do a script with invulnerability for the villains. That's what I want to happen:

1.- Hero meets villains
2.- Hero switches off 3 devices
3.- Hero kicks villains' asses

Here is the code:
# Heroes: Any
# Map: liberty park

Story: prueba1


Encounter: enc1
Type: Custom
Actions: Villains Fight Heroes, Villains are Invulnerable, Switches Exist, Invulnerability Can End, Invulnerability Ends When Switches Turned Off
villain invulnerability effect: effect_ffx_energyshield
Villains: alien_sergeant
Minions: alien_warrior
Switches: nazihq_computer_big, nazihq_computer_big, nazihq_computer_big
Next: End


Alert Cutscene:
Red arrow on villain1

Start Cutscene:
camera on villain1
hero1 says, "I will send you back to your planet, scum!"
villain1 turns to hero1
villain1 says, "Even you can't hurt us! Bwa-ha-ha-ha!"

Switch Turned Off Cutscene:
camera on hero1
hero1 says, "One less left!"

All Switches Turned Off Cutscene:
hero1 says, "That's it!"




M25


M25

There's a bug in the 'Villains are Invulnerable' action.  It won't work until I get a fix out.


Zorro

I put all the files for the mini-mod in the file folders they were supposed to go in.  What else do I need to do so the ezscript mission will show up so I can select it?

BentonGrey

Howdy solanatcydl, I've been playing through your adventures and thoroughly enjoying them.  I hope once my project gets released you'll continue to make some that will work with it.  Anyroad, I was just wondering how you put out fires?  Thanks man!

lmalonsof

Hi everyone,

first of all, solanatcydl and me are the same person. I will post here as lmalonsof because that's my nick in wikispaces and M25 courteously put my name under the missions. So, I won't post again as solanatcydl in order to not confuse anyone.

going down to the business:

1.- Zorro, once you have unrared the files in the correct folder (your stories and skirmish subfolders of the ff3x folder), you must start the game normally with the ff3 shortcut. Then you go to 'rumble room' and you should find the missions there.

2.- Benton, I am waiting for your DC mod in order to have a standard for EZscript. I mean, from my point of view one of the more important part of a mini mod is choosing the villains correctly. I try to use only the ffvtr standard because simplicity reasons. It will be great when your mod will be released, I'll be able to choose among parademons, villains,... And it will be easier to measure the difficulty level!

3.- The 'fires' is an awesome new option of EZScript. I am trying to do new things with the custom encounters of EZscript. So I am starting to customize the encounters, to use switches, etc. I can put some examples of this in the database. Once again M25... THANKS!!!

4.- One last issue, I'm afraid the invulnerability with objects has some problems too. I'll check once again my script and then I'll post it here for further checking.

It's great you've enjoyed the missions. More of them this week!

BentonGrey

Awesome man, I'd like to talk to you about some story ideas, if you feel like it. 

Anyroad, I knew about the fires in the EZScript add-on (although there is so much great new stuff, it's sorta' hard to take stock of it all!), but my question was actually about playing through the mission.  Haha, how do I put out the fires with a character? ^_^

lmalonsof

Hi everyone,

Sorry Benton, I misunderstood you. If you want to extinguish the fires (correct me if I'm wrong), I think it's impossible (M25 says in the help file you can't even target the fire). If you want to defeat the robot, you have to take it out of the fires and then use some kind of electrical arrow or something. Then you can interrogate it. The 'trick' of the encounter is just that, you have to figure out how you can interrogate the robot without taking damage from the fires. Well, I know it isn't a great problem to solve but I thought it could be interesting adding things like this instead of the typical 'defeat the robot'.

I'll be very happy if you want to discuss any idea about stories, plots, missions, encounters... whatever you like.

BentonGrey

Haha, well, being the bonehead that I am, I just shot him in the fire, and ran poor Ollie into the conflagaration to interrogate him.  Whoops....sorry about those third degrees Ollie!

Ha, cool, I'll send you a PM and we can bounce some story ideas off of one another.

Zorro

Okay, I did that and I see it.  Now the game freezes when I go to the rumble room and try to select ANY scenario at all.  Is there anything else that needs to be done?

lmalonsof

That sounds very unusual. You should be able to choose the mission in the rumble room, then select the scenario, then the heroes and that's all.

Zorro

Well, I finally just deleted the ffx3 folder I had and re-installed.  I got tired of trying to fix whatever problem it was that was making my game freeze when I selected a script.  I'd just rather play the game than cause myself more stress than is necessary.

Zorro

I found out the problem after I did all of the above.  I had been using a wrong shortcut (different version of ffx shortcut).