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EZScript Comics Vol. 2

Started by BentonGrey, December 31, 2008, 01:36:37 AM

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BentonGrey

Howdy once again guys!  I'm back in town, which means I'm back to work on the DCUG.  I'm afraid I've hit something of a wall with the final MiS mission, so I could use some help.  A few of the encounters seem to be working alright, but I've got various bugs.  I've managed to solve a few, but they had friends.  Here is the script:

Spoiler
#Heroes: Hawkman and Hawkgirl
#Map: midway city

Story: hawkman3

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

Encounter: Begin
Type: Cutscene
Next: Escape1, Turret1, Turret2, Turret3, Turret4, Boss1, Stash1, Guard1

Start Cutscene:
Fade for 2 seconds
Narrator says, "Flying at top speed the two Thanagarian peace officers arrive at Byth's landing site in moments."
Camera on hawkgirl
Unfade for 3 seconds
hawkgirl plays animation ranged
hawkgirl says, "There's his ship! We need to disable it before he has a chance to escape."
hawkman turns to hawkgirl
hawkman says, "Hmm...it looks like they are just starting to warm up the engines...I imagine we've got about five minutes to stop them before they take off. We'll need to take out his pickets so we can sneak up on the ship itself."

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

Encounter: Escape1
Type: Disarm Bomb
Villains: than_kasta, than_kasta, than_kasta,
Bomb: than_spaceship
Time: 200
Marker: ship1
Next: None

Alert Cutscene:
Camera on Villain1
hawkman says, "Look out! They've posted defensive systems all over!"
hawkgirl says, "We'll never be able to cut our way through them...how are we going to reach the ship?"
Camera on hawkman
hawkman says, "We can try and find their power sources and shut them down..."
hawkgirl says, "Do we have time for that?"
hawkman says, "Whether we do or not, we certainly won't be able to catch them if we're reduced to so much ash!"
Red Arrow on Villain1

Start Cutscene:
Camera on Villain1
Villain1 turns to hawkman
Villain1 says, "Arghhh! Won't you flyers ever stop chasing me?"
Villain1 plays animation melee
Camera on hawkman
hawkman turns to Villain1
hawkman says, "Absolutely, when you're safe in a shock-cell!"
Camera on Villain1
Villain1 says, "I'll see you dead first! When I returnt to Thanagar it will be as a conqueror, not as a prisoner!"
Camera on hawkgirl
hawkgirl says, "We'll see..."
Villain1 says, "Kill them!"

Bomb Exploding Cutscene:
Camera on ship1
Play effect effect_generator_destroy at ship1
hawkman says, "No! The ship is taking off!"
hawkgirl says, "We'll never catch them now!"

Disarm Bomb Cutscene:
Camera on hawkman
hawkman moves to ship2
hawkman says, "Just a few delicate adjustments..."
hawkman plays animation melee_mace_b
Play effect effect_skyking_adjustsuit at hawkman
hawkman says, "That should do it!"

Bomb Disarmed Cutscene:
Camera on hawkman
hawkman says, "That ship isn't going anywhere anytime soon!"
hawkgirl says, "Good, then we've trapped these shapeshifters here and all we need to do is mop them up!"

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

Encounter: Turret1
Type: Switchable Power Trap
Item: turret_factory
Trap Power: thanagar blaster
Switches: generator
Marker: gun1
Next: None

End Cutscene:
Camera on hawkman
hawkman says, "That's one down."

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

Encounter: Turret2
Type: Switchable Power Trap
Item: turret_factory
Trap Power: thanagar blaster
Switches: generator
Marker: gun2
Next: None

End Cutscene:
Camera on hawkman
hawkgirl says, "One less turret."

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

Encounter: Turret3
Type: Switchable Power Trap
Item: turret_factory
Trap Power: thanagar blaster
Switches: generator
Marker: gun3
Next: None

End Cutscene:
Camera on hawkman
hawkman says, "Another gone."

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

Encounter: Turret4
Type: Switchable Power Trap
Item: turret_factory
Trap Power: thanagar blaster
Switches: generator
Marker: gun4
Next: None

End Cutscene:
Camera on hawkman
hawkman says, "I won't be sorry to see the end of these!"

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

Encounter: Turret5
Type: Fight
Villains: than_kasta, than_kasta, than_kasta
Marker: gun5
Next: None

Start Cutscene:
Camera on hawkman
hawkman turns to Villain1
hawkman says, "Aha! It looks like we've found the power sources for those guns!"
hawkgirl says, "Looks like they weren't expecting anyone to find it, the guard is light."
hawkman says, "All the better! Let's get those things deactivated before Byth can slip away again."
Camera on Villain1
Villain1 turns to hawkman
Villain1 plays animation melee2
Villain1 says, "Lookout!"
Villain2 turns to hawkman
Villain3 turns to hawkgirl
Villain1 says, "The flyers have found us! Protect the power sources, the guns must not be deactivated!"

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

Encounter: Boss1
Type: Interrogation
Villains: than_staghal
Marker: ship3
Next: None

Start Cutscene:
Camera on Villain1
Villain1 turns to hawkman
Villain1 says, "Arghhh! Won't you flyers ever stop chasing me?"
Villain1 plays animation melee
Camera on hawkman
hawkman turns to Villain1
hawkman says, "Absolutely, when you're safe in a shock-cell!"
Camera on Villain1
Villain1 says, "I'll see you dead first! When I returnt to Thanagar it will be as a conqueror, not as a prisoner!"
Camera on hawkgirl
hawkgirl says, "We'll see..."
Villain1 says, "Kill them!"

Interrogation Cutscene:
Camera on Villain1
hawkman moves to Villain1
hawkgirl moves to Villain1
hawkman says, "Looks like you've run out of places to run, Rok."
Villain1 says, "Only...only momentarily...this...this is not the end..."
hawkgirl says, "I don't think so. You're headed straight for that electro-cell."
Villain1 says, "Heh...you think you've beaten me? Don't be fools. I'll be welcomed home as a hero...you've just turned me into a martyr for the cause! Thanagar will be great again!"
hawkman says, "It will be much better when both you and your cause are forgotten...in the meantime, keep your mouth shut!"

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

Encounter: Stash1
Type: Fight
Villains: than_kasta, than_kasta
Item: money_bag
Marker: loot1
Next: None

Start Cutscene:
Camera on Villain1
hawkgirl says, "Look, they've got a stash of things they managed to steal from the earth people's city! It looks like they are preparing to transport it to their ship...why take it with them?"
hawkman turns to hawkgirl
hawkman says, "They must be planning on returning once they've escaped to finish the job they started."
Camera on hawkgirl
hawkgirl turns to hawkman
hawkgirl says, "Well, that stuff gives me an idea...you think that if we try and 'liberate' their loot they might call for backup?"
hawkman says, "They might at that...leaving the ship more vulnerable! Let's do it!"
Camera on Villain1
hawkman says, "Hey, ugly! I think you've got some things that don't belong to you..."
Villain1 turns to hawkman
Villain1 says, "The flyers! Call the ship, we need backup!"

End Cutscene:
Camera on hawkgirl
hawkgirl turns to hawkman
hawkgirl says, "Now we just need to avoid the other guards, and we should have a much easier time disabling the ship!"

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

Encounter: Guard1
Type: Fight
Villains: than_kasta, than_kasta, than_kasta, than_kasta, than_kasta, than_kasta
Marker: loot2
Next: None

Start Cutscene:
Camera on Villain2
Villain1 moves to loot2
Villain2 moves to loot2
Villain3 moves to loot2
Villain4 moves to loot2
Villain5 moves to loot2
Villain6 moves to loot2
Camera on hawkman

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


So, here's what is SUPPOSED to happen.  The rocket is REALLY well guarded, so you've got to do one or two things to increase your chances to disable the thing.  Attacking the guys with the loot from the city SHOULD cause most of the troops guarding the rocket to head towards you, since their marker is in the same location, even though they are set to spawn by the rocket.  The Stash1 encounter works, but the baddies by the rocket aren't triggering like they should.  The Turret5 encounter isn't working at all, not even the villains are spawning.  The Boss1 encounter is also being weird, but I think I know why.  I've also got some texture problems.  I'm spawning in the thanagarian ship, which is a vehicle and in that section in the art folder, but it is showing up as mottled black and white.  There is nothing showing up on the script.log.  Any thoughts?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

Turret5 doesn't start because there is no path to it in the story.  I'm guessing you want to start it after the 'begin' encounter

Encounter: Begin
Type: Cutscene
Next: Escape1, Turret1, Turret2, Turret3, Turret4, Boss1, Stash1, Guard1, Turret5

The troops from the rocket aren't moving because getting close to the marker doesn't start an encounter.  The hero has to be near one of the participants in the encounter (the villains, objects, minions, allies, etc.).  You could place one of the villains near the loot2 marker and that will trigger the encounter.



BentonGrey

#2
D'oh!  Man, having another set of eyes is so important for these things...I need to teach Prev. the basics of EZScript and make him proof-read my scripts. :P  Thanks M!

Ahh, I see...I thought that the encounter marker determined the radius.  It should be pretty simple to add another villain over there.  Thanks man!

Also, about the texture issues...anyone have an idea about how I should address them?
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

#3
Great, so after shifting gears to test the JLA campaign all the way through, I ran into a CTD bug on the very first freaking mission!  This thing was working fine until I actually campaign-ified it.  So, I've got two issues, and they may be related.  The first combat encounter has two martians, and once gameplay starts, Villain1 does nothing.  He just sits there until you knock him out.  That's when the second issue arises.  I get this message and a CTD: "alert: CTalkingHead::init, NIF has no camera, custom_characters\White_Martian\character.NIF

Here is the script:

Spoiler
Story: My Story

#
# Put the story for you mission into here.
#
#----------------------------------

Encounter: Wake
Type: Cutscene
Villains: white_martian, white_martian
Allies: astronaut, astronaut, astronaut, astronaut
Marker: astro5

Start Cutscene:
Fade for 2 seconds
Set lighting to sunrise
Villain1 teleports to astro1
Villain2 teleports to astro1
Narrator says, "Mankind has reached for the stars for generations, and now that they have finally achieved the goal of centuries of dreaming, they face greater danger than has ever been known on the tiny bastion of life known as the Earth"
Narrator says, "The first manned mission to Mars was hailed as a great triumph, but as the intrepid astronauts penetrated into the inner recesses of the great red world, something sinister stirred."
Camera on Ally1
Unfade for 2 seconds
Ally1 turns to astro5
Ally1 says, "What's this...this isn't rock, this is some kind of metal. This is an artifact of some kind!"
Ally1 plays animation ranged
Ally2 turns to Ally1
Ally2 says, "Do you know what this means Jones, it means that Mars was inhabited by intelligent life, this blows away an entire decade of research! When we bring back evidence like this, we'll re-write history!"
Ally2 plays animation melee
Shake camera
Camera on Ally1
Ally1 plays animation pain
Ally1 says, "Good heavens, what is that?!"
Fade for 2 seconds
Villain1 teleports to astro5
Villain2 teleports to astro5
Camera on Villain1
Unfade for 2 seconds
Shake camera
Villain1 says, "<We are free, free after untold ages of unwilling slumber!>"
Villain2 says, "<I hunger, it has been too long since we feasted...>"
Villain1 turns to Ally1
Cinematic camera on Villain1 to Ally1
Villain1 says, "<But there is a meal waiting for us...can you not feel the psyhcic energy? It is primative, but it should sate us...for the moment...>"
Ally1 says, "We...uh...we are from earth...we come in peace..."
Camera on Villain1
Villain1 plays animation ranged
Camera on Ally1
Play effect effect_mentor at Ally1
Ally1 says, "Ahhhhhhhhhhhhhh!!!!"
Ally1 plays animation stunned
Fade for 3 seconds

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

Encounter: Wake2
Type: Interrogation
Villains: white_martian, white_martian
Marker: waking1
Next: Predator, Astronaut1, Astronaut2, Astronaut3, Astronaut4

Alert Cutscene:
Camera on Hero1
Unfade for 2 seconds
Hero1 plays animation stunned
Hero1 says, "Wh-what is happening...my meditation cycle should not have ended yet, but some terrible cry cut across my mind..."
Hero1 says, "No! The Evil Ones, have they escaped after all these years? Have I failed in my duty?"
Hero1 plays animation ranged_3
Hero1 says, "I can sense some of them near...if they are all free...there is no way that I may stop them...but I must try, their evil cannot spread!"

Start Cutscene:
Camera on Villain1
Villain1 turns to Villain2
Villain1 says, "Look brothers, it is our jailer, the last of our favorite prey!"
Villain2 turns to Hero1
Villain2 says, "Ahh...I've been looking forward to devouring every last drop of your pshycic energy Manhunter, this will be sweet indeed!"
Hero1 says, "How did you get free, your prison was sealed shut, there is no way you could have escaped!"
Villain2 says, "Perhaps we are more resourceful than you think, Manhunter!"
Hero1 says, "If you will not aid me willingly, I shall rip the answer out of your mind defiler!"
Villain1 plays animation pain
Villain1 says, "Destroy him!"

Interrogation Cutscene:
Camera on Villain1
Hero1 turns to Villain1
Hero1 says, "Now, I shall have my answers, whether you will it or not..."
Hero1 plays animation ranged_3
Play effect effect_mentor at Villain1
Villain1 says, "Argghhh!!"
Camera on Hero1
Hero1 plays animation stunned
Hero1 says, "No! They are all free...all free...what is this? Aliens, treading the dead surface of my world?"
Hero1 says, "So, you parasites plan to rip the life from their world as you have my own? They must be warned!"
Hero1 says, "But first, these alien explorers must be freed, they must take the tale back to their own people...I can sense them nearby...I must save them from the appetites of their captors!"

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

Encounter: Predator
Type: Hunt
Villains: white_martian, white_martian
Next: Predator

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

Encounter: Astronaut1
Type: Rescue Caged
Villains: white_martian, white_martian
Allies: astronaut
Marker: astro1
Next: If Ally Lost: Lose
Next: If Ally Survives: None

Alert Cutscene:
Red Arrow on Ally1

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "The Manhunter! Destroy him!"

Ally Thanks Hero Cutscene:
Cinematic camera on Ally1 to Hero1
Hero1 turns to Ally1
Ally1 says, "I don't know who you are, but if you're against those...things, then we've got something in common."
Hero1 plays animation area_3
Hero1 says, "More, I fear, than you know...if you wish to save your world, you must escape, go to your ship, I shall aid you if it is within my power."
Ally1 says, "I...I don't know how to thank you..."
Hero1 says, "Go!"

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

Encounter: Astronaut2
Type: Rescue Caged
Villains: white_martian, white_martian
Allies: astronaut
Marker: astro2
Next: If Ally Lost: Lose
Next: If Ally Survives: None

Alert Cutscene:
Red Arrow on Ally1

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "The Manhunter! Destroy him!"

Ally Thanks Hero Cutscene:
Cinematic camera on Ally1 to Hero1
Hero1 turns to Ally1
Ally1 says, "Y...you're not another one of those things...are you?"
Hero1 plays animation area_2
Hero1 says, "No, but I have no time to explain. I have freed you, but you must escape. Follow your compatriot and flee."
Ally1 says, "Yes, yes, I will...thank you..."

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

Encounter: Astronaut3
Type: Rescue Caged
Villains: white_martian, white_martian
Allies: astronaut
Marker: astro3
Next: If Ally Lost: Lose
Next: If Ally Survives: None

Alert Cutscene:
Red Arrow on Ally1

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "The Manhunter! Destroy him!"

Ally Thanks Hero Cutscene:
Cinematic camera on Ally1 to Hero1
Hero1 turns to Ally1
Ally1 says, "Noooo! Don't hurt me, I can't take it anymore!"
Hero1 plays animation area_3
Hero1 says, "Be at ease, you ares safe...for the moment. I have rescued you, but you must get out of these catacombs as quickly as you can."
Ally1 says, "Alright, I'll try..."
Hero1 says, "Do not try, you must!"

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

Encounter: Astronaut4
Type: Rescue Caged
Villains: white_martian, white_martian
Allies: astronaut
Marker: astro4
Next: If Ally Lost: Lose
Next: If Ally Survives: None

Alert Cutscene:
Red Arrow on Ally1

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "The Manhunter! Destroy him!"

Ally Thanks Hero Cutscene:
Cinematic camera on Ally1 to Hero1
Hero1 turns to Ally1
Ally1 says, "You're...different from the ones who took me...what do you want with me?"
Hero1 plays animation area_3
Hero1 says, "I want to help you, and your people. You must escape this place. I will try and buy you the time you need."
Ally1 says, "We owe you a great debt!"
Hero1 says, "Then pay it by surviving!"

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

Encounter: Astronaut5
Type: Fight
Villains: white_martian, white_martian, white_martian
Marker: astro6
Starts when: Astronaut1 at End, Astronaut2 at End, Astronaut3 at End, Astronaut4 at End
Next: End

Alert Cutscene:
Red Arrow on Villain1
Camera on Hero1
Hero1 says, "Now I must escape these catacombs and find some way to seal the rest of the parasites inside..."

Start Cutscene:
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "Ahh...the Manhunter...you eluded us for centuries during the wars, but we have sensed your presence and your days of troubling us are over!"
Camera on Hero1
Hero1 says, "We shall see, monster, just who's days are at an end!"

End Cutscene:
Camera on Hero1
Hero1 says, "Now I must get to the surface, perhaps there is still time to stop their escape."
Fade for 4 seconds



Now, the white_martian character has an animportrait entry, and as far as I can tell the darn thing is set up correctly, so it SHOULDN'T be that...especially considering the fact that I haven't even configured the mission to use talking heads yet!

:EDIT: Okay, I solved the first problem.  I had called for "animation pain" in the cutscene, which does weird things to characters.  I'm still getting the CTD, though.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Previsionary

Re: Headnif

This is probably the reason you're crashing. Note that your head nif doesn't work and you're calling the martians to talk...so because the head.nif isn't working, you're crashing.

The problem is pretty simple. Look at what you're calling in the head.nif area.

CTalkingHead::init, NIF has no camera, custom_characters\White_Martian\character.NIF

You need to call the "head.nif" not "character.nif" :P

custom_characters\White_Martian\head.NIF
Disappear when you least expe--

BentonGrey

D'oh!  Thanks for pointing out the obvious, Prev!  I guess that's why I pay you the big bucks. ^_^
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Okay, things are about par for the course....JLA#1 is working perfectly again, and JLA#2 has problems.  The final cutscene isn't wanting to play, but I have a readout from the script.log that might explain it to someone more savy than I.  Here is the log entry:

Spoiler
ENCOUNTER: Encounter ended 1 with ['end', 'villains gone', 'no allies']
ERROR: problem with return function EncCustom_CleanUp(1, ['end', 'villains gone', 'no allies'])
ERROR: GroupMemberKO problem with registered function EncMinionKO
exceptions.KeyError Survival1
Traceback (innermost last):
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25ai.py", line 2488, in GroupMemberKO
    GroupEventCallback(groupname,'GroupMemberKO',values=event.object)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25ai.py", line 2470, in GroupEventCallback
    exec 'ff.' + g + '(' + `groupname` + ',' + `values` + ')'
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 2912, in EncMinionKO
    EncCheckEnd(enc_id)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 152, in EncCheckEnd
    CallEncFunction(int(enc_id),'checkend')
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 614, in CallEncFunction
    exec function_string      
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4270, in EncCustom_CheckEnd
    PlayEncCutscene(enc_id, 'endcs', return_function = 'EncCustom_CleanUp(%i, %s)'%(enc_id, EncRemoveDuplicates(value_list)))
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 699, in PlayEncCutscene
    value = PlayCutsceneFromList(GetEncCutscene(enc_id, csname),enc_id, charlist, return_function, live, in_order)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 708, in PlayCutsceneFromList
    exec 'ff.' + return_function
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 4283, in EncCustom_CleanUp
    Enc_CleanUp(enc_id, return_value, extra_remove, complete, return_list)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 3001, in Enc_CleanUp
    EncEnd(enc_id, return_value, return_list, complete=complete)
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 165, in EncEnd
    CallEncounterReturnFunction(enc_id,return_value,return_list)   
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25enc.py", line 230, in CallEncounterReturnFunction
    exec function_string
  File "<string>", line 1, in ?
  File "C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\DCUG\missions\scripts\m25story.py", line 420, in StorylineEncounterReturn
    enc = GetStoryline()[story]['encounters'][encounter]
KeyError: Survival1
GROUP: '1_minion' leader koed
GROUP: 'm25obj_4' removed from group '1_minion'
GROUP: '1_minion' set to []
GROUP: empty '1_minion' cannot have a leader promoted

And the pertinent part of the script:

Spoiler
#-------------------------------------------------------------


Encounter: Survival3
Type: Hunt
Villains: disguise_martian, disguise_martian
Marker: alien4
Next: Rescue

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

Encounter: Rescue
Type: Cutscene
Allies: superman
Marker: alien4
Next: __win__

Alert Cutscene:
Red Arrow on Ally1

Start Cutscene:
Unfade for 2 seconds
Camera on Ally1
Ally1 says, "Bruce!"
Fade for 2 seconds
Hero1 teleports to Ally1
Cinematic camera on Ally1 to Hero1
Hero1 turns to Ally1
Ally1 turns to Hero1
Unfade for 2 seconds
Ally1 says, "What's this all about Bruce?"
Hero1 says, "I have my suspicions Kent, but I'm not sure yet. All I can say for certain

is that unknown forces are trying disable this facility. They've been hunting me since I

got here, but it looks like your arrival spooked them."
Hero1 says, "Good, that gives us time. Let's check the satellite monitors and see if we

can figure out what they were after."
Fade for 2 seconds
Hero1 teleports to alien6
Ally1 teleports to alien7
Hero1 turns to alien8
Ally1 turns to alien8
Unfade for 3 seconds
Hero1 says, "There's definitely something out there, but these instruments can't seem to

get a fix on it...whatever it is...it's big."
Ally1 says, "Well, I'll fly up and check it-"
Hero1 plays animation stunned
Hero1 says, "Wait! The modifactions those creatures made to these panels...I've just

figured them out...they weren't trying to just disable this facility, they were turning

the entire complex into a bomb.  We've got to get out of here!"
Hero1 moves to alien5
Ally1 moves to alien5
Fade for 5 seconds
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

That's an odd error.  It's looking for an encounter called Survival1 and not finding it for some reason.

Can I see the rest of the mission?



BentonGrey

Sure M.  That's odd, I am running a cut down portion of the script, trying to find the problem, but I had started with just Survival 1-the end, and I think I was getting the same or a similar problem.

Spoiler
#-------------------------------------------------------------

Encounter: Begin
Type: Interrogation
Villains: civilian_martian
Marker: alien1
Next: Guard1, Guard2, Control

Alert Cutscene:
Set lighting to night
Fade for 2 seconds
Narrator says, "Arriving at the deep space monitoring facility, Batman penetrates the

outer security to investigate the mystery."
Camera on Villain1
Unfade for 3 seconds
Hero1 turns to Villain1
Hero1 says, "Hmm...he's certainly burning the midnight oil."
Villain1 plays animation melee
Hero1 says, "I don't think that's the right way to treat equipment that costs the
Villain1 says, "<What?>"
Hero1 says, "I want to ask you a few questions..."

Interrogation Cutscene:
Camera on Hero1
Hero1 says, "What ARE you?"
Villain1 says, "<It's too late for you human, too late for any of you!>"
Hero1 says, "Hmm...doesn't sound like a latin language...or anything eastern

either...I'd better find the control center and determine just what you've been up

to..."

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

Encounter: Guard1
Type: Fight
Villains: disguise_martian
Next: None

Start Cutscene:
Camera on Hero1
Hero1 turns to Villain1
Hero1 says, "Guards!"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation melee
Villain1 says, "<A human! It must be exterminated!>"
Camera on Hero1
Hero1 says, "It's speaking that same strange language...no need to be gentle then!"

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

Encounter: Guard2
Type: Fight
Villains: disguise_martian
Next: None

Start Cutscene:
Camera on Hero1
Hero1 turns to Villain1
Hero1 says, "Guards!"
Camera on Villain1
Villain1 turns to Hero1
Villain1 plays animation melee
Villain1 says, "<A human! It must be exterminated!>"
Camera on Hero1
Hero1 says, "It's speaking that same strange language...no need to be gentle then!"

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

Encounter: Control
Type: Examine
Villains: civilian_martian
Objects: alien_mineral
Marker: alien6

Start Cutscene:
Camera on Villain1
Villain1 turns Hero1
Villain1 says, "<Mmm...more cattle for the feast!>"
Hero1 says, "I don't know what you said, but somehow I doubt it was 'welcome'!"

Examine Cutscene:
Camera on Hero1
Hero1 says, "I don't think this is part of the of the original design...it doesn't look

like any kind of technology I've ever seen before."
Hero1 plays animation idle_1
Hero1 says, "What do they want with the deep space monitoring stations...unless their

aims are more sabotage than espionage. The generators are just through those doors, and

without them we'd be blind to an attack from space, even if we could get the equipment

working again. I'd better check it out."

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

Encounter: Reactor1
Type: Local Cutscene
Objects: ffx_tiggot
Marker: alien2

Start Cutscene:
Camera on Hero1
Hero1 says, "Well, the generators appear to be intact..."

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

Encounter: Reactor2
Type: Hunt
Villains: civilian_martian, civilian_martian, civilian_martian
Marker: alien2

Alert Cutscene:
Camera on Hero1
Hero1 says, "I wonder if-...voices!"!"
Camera on Villain1
Villain1 turns to Villain2
Villain1 says, "<Ahh, we have the human insect cornered! If we just destroy the

generator he will die in the blast!>"

End Cutscene:
Camera on Hero1
Hero1 plays ranged
Hero1 says, "That was too close...I hate to admit it, but whatever these things are, I'm

going to need some help to stop them. I need to find the communications room and contact

Superman!"
Hero1 says, "In the meantime, maybe I can find some weapons that will hurt these

things."

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

Encounter: Help
Type: Examine
Villains: civilian_martian, civilian_martian
Objects: switch
Marker: alien5
Next: Timer, Survival

Alert Cutscene:
Red Arrow on Villain1

Start Cutscene:
Remove Arrow from Villain1
Camera on Villain1
Villain1 turns to Hero1
Villain1 says, "<Innsolent morsel! These creatures should know when they are dinner.>"

Examine Cutscene:
Camera on Hero1
Hero1 says, "Now to make the call...and survive until Kent gets here."
Fade for 3 seconds
Hero1 says, "Knight to Boyscout..."
Unfade for 3 seconds

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

Encounter: Survival1
Type: Hunt
Villains: disguise_martian, disguise_martian
Marker: alien4
Next: Survival2

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

Encounter: Survival2
Type: Hunt
Villains: disguise_martian, disguise_martian
Marker: alien4
Next: Survival3

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

Encounter: Survival3
Type: Hunt
Villains: disguise_martian, disguise_martian
Marker: alien4
Next: Rescue

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

Encounter: Rescue
Type: Cutscene
Allies: superman
Marker: alien4
Next: __win__

Alert Cutscene:
Red Arrow on Ally1

Start Cutscene:
Unfade for 2 seconds
Camera on Ally1
Ally1 says, "Bruce!"
Fade for 2 seconds
Hero1 teleports to Ally1
Cinematic camera on Ally1 to Hero1
Hero1 turns to Ally1
Ally1 turns to Hero1
Unfade for 2 seconds
Ally1 says, "What's this all about Bruce?"
Hero1 says, "I have my suspicions Kent, but I'm not sure yet. All I can say for certain

is that unknown forces are trying disable this facility. They've been hunting me since I

got here, but it looks like your arrival spooked them."
Hero1 says, "Good, that gives us time. Let's check the satellite monitors and see if we

can figure out what they were after."
Fade for 2 seconds
Hero1 teleports to alien6
Ally1 teleports to alien7
Hero1 turns to alien8
Ally1 turns to alien8
Unfade for 3 seconds
Hero1 says, "There's definitely something out there, but these instruments can't seem to

get a fix on it...whatever it is...it's big."
Ally1 says, "Well, I'll fly up and check it-"
Hero1 plays animation stunned
Hero1 says, "Wait! The modifactions those creatures made to these panels...I've just

figured them out...they weren't trying to just disable this facility, they were turning

the entire complex into a bomb.  We've got to get out of here!"
Hero1 moves to alien5
Ally1 moves to alien5
Fade for 5 seconds

God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

GogglesPizanno

On the Help encounter you have the Next pointing to an encounter called "Survival" but you have it scripted out as "Survival1"

BentonGrey

Whoops!  That is new.  It was originally survival (and just survival) and a timer, and the timer would bring in Superman.  I've changed that around, but forgot to edit that.  Still, that wasn't effecting the latest round of testing, as it was only from Survial1 (or 3) down.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

#11
I'm not able to replicate the problem. 

Can I see the (cut-down) mission as it looked when you were testing it?  I also need to see the first part of the script.log where it shows how the mission was encoded (something like):
Spoiler

PSTORY: {'name': 'Survival1', 'encounters': [{'marker': 'encounter', 'type': 'Hunt', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': ['Rescue'], 'objectives': [], 'parameters': [], 'name': 'Survival3', 'villains': ['thug_with_bat', 'thug_with_bat'], 'cutscenes': [], 'pre': []}, {'marker': 'encounter', 'type': 'Cutscene', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': ['__win__'], 'objectives': [], 'parameters': [['allies', 'minute_man']], 'name': 'Rescue', 'cutscenes': [{'replace': [['ally1', 'ally']], 'name': 'Alert', 'required': [], 'priority': 1, 'cutscene': ["CS_AddArrow('ally1arrow', 'ally1', arrow_type=js.ARROW_RED)"]}, {'replace': [['ally1', 'ally'], ['hero1', 'hero']], 'name': 'Start', 'required': [], 'priority': 1, 'cutscene': ['CS_Start()', 'CS_UnFade(2)', "CS_Camera('ally1', dist=-160, yaw=0)", "CS_Speak('ally1', 'Bruce!', force=0)", 'CS_Fade(2)', "CS_TeleportTo('hero1', 'ally1')", "CS_CinematicCamera('ally1','hero1')", "CS_TurnTo('hero1', 'ally1')", "CS_TurnTo('ally1', 'hero1')", 'CS_UnFade(2)', 'CS_Speak(\'ally1\', "What\'s this all about Bruce?", force=0)', 'CS_Speak(\'hero1\', "I have my suspicions Kent, but I\'m not sure yet. All I can say for certain is that unknown forces are trying disable this facility. They\'ve been hunting me since I got here, but it looks like your arrival spooked them.", force=0)', 'CS_Speak(\'hero1\', "Good, that gives us time. Let\'s check the satellite monitors and see if we can figure out what they were after.", force=0)', 'CS_Fade(2)', 'CS_UnFade(3)', 'CS_Speak(\'hero1\', "There\'s definitely something out there, but these instruments can\'t seem to get a fix on it...whatever it is...it\'s big.", force=0)', 'CS_Speak(\'ally1\', "Well, I\'ll fly up and check it-", force=0)', "CS_Animate('hero1','stunned')", 'CS_Speak(\'hero1\', "Wait! The modifactions those creatures made to these panels...I\'ve just figured them out...they weren\'t trying to just disable this facility, they were turning the entire complex into a bomb.  We\'ve got to get out of here!", force=0)', 'CS_Fade(5)', 'CS_End()']}], 'pre': []}], 'start': []}
PSTORY: {'Survival1': {'encounters': {'Survival3': {'timeofday': 'none', 'next': ['Rescue'], 'trigger': ['start'], 'action': ['DoEncCustom(villains = [\'thug_with_bat\', \'thug_with_bat\'], cutscenes = [], marker = \'encounter\', actions="villains fight heroes, allies fight villains, villains hunt heroes")'], 'required_map': []}, 'Rescue': {'next': ['__win__'], 'required_map': [], 'timeofday': 'none', 'action': ['DoEncCutscene(cutscenes = [[\'alertcs\', [[\'priority\', 1], [\'replace\', [\'ally1\', \'ally\']], [\'cutscene\', "CS_AddArrow(\'ally1arrow\', \'ally1\', arrow_type=js.ARROW_RED)"]]], [\'startcs\', [[\'priority\', 1], [\'replace\', [\'ally1\', \'ally\'], [\'hero1\', \'hero\']], [\'cutscene\', \'CS_Start()\', \'CS_UnFade(2)\', "CS_Camera(\'ally1\', dist=-160, yaw=0)", "CS_Speak(\'ally1\', \'Bruce!\', force=0)", \'CS_Fade(2)\', "CS_TeleportTo(\'hero1\', \'ally1\')", "CS_CinematicCamera(\'ally1\',\'hero1\')", "CS_TurnTo(\'hero1\', \'ally1\')", "CS_TurnTo(\'ally1\', \'hero1\')", \'CS_UnFade(2)\', \'CS_Speak(\\\'ally1\\\', "What\\\'s this all about Bruce?", force=0)\', \'CS_Speak(\\\'hero1\\\', "I have my suspicions Kent, but I\\\'m not sure yet. All I can say for certain is that unknown forces are trying disable this facility. They\\\'ve been hunting me since I got here, but it looks like your arrival spooked them.", force=0)\', \'CS_Speak(\\\'hero1\\\', "Good, that gives us time. Let\\\'s check the satellite monitors and see if we can figure out what they were after.", force=0)\', \'CS_Fade(2)\', \'CS_UnFade(3)\', \'CS_Speak(\\\'hero1\\\', "There\\\'s definitely something out there, but these instruments can\\\'t seem to get a fix on it...whatever it is...it\\\'s big.", force=0)\', \'CS_Speak(\\\'ally1\\\', "Well, I\\\'ll fly up and check it-", force=0)\', "CS_Animate(\'hero1\',\'stunned\')", \'CS_Speak(\\\'hero1\\\', "Wait! The modifactions those creatures made to these panels...I\\\'ve just figured them out...they weren\\\'t trying to just disable this facility, they were turning the entire complex into a bomb.  We\\\'ve got to get out of here!", force=0)\', \'CS_Fade(5)\', \'CS_End()\']]]], marker = \'encounter\', allies = [\'minute_man\'])']}, '__end__': {'action': ["ff.Story_SetStoryEnded('Survival1')"]}, '__win__': {'action': ['ff.Story_WinMission()']}, '__lose__': {'action': ['ff.Story_LoseMission()']}}}}


BentonGrey

Well, I'll be darned!  I tried to replicate it, and I couldn't!  I was using exactly the same bit as I first posted, but with an unfade command.  I used the same bit, and this time everything worked perfectly!  How bizarre!  Anyway, I have a new one for you. :P

I've got that final Hawkman mission working perfectly...except when you fail to stop the ship from taking off, you don't lose.  Do you see anything wrong with my setup?

Spoiler
#----------------------------------

Encounter: Escape1
Type: Disarm Bomb
Villains: than_kasta, than_kasta, than_kasta,
Bomb: than_spaceship
Time: 350
Marker: ship1
Next: If Bomb Exploded: __lose__
Next: If Bomb Disarmed: None

Alert Cutscene:
Camera on Villain1
hawkman says, "Look out! They've posted defensive systems all over!"
hawkgirl says, "We'll never be able to cut our way through them...how are we going to reach the ship?"
Camera on hawkman
hawkman says, "We can try and find their power sources and shut them down..."
hawkgirl says, "Do we have time for that?"
hawkman says, "Whether we do or not, we certainly won't be able to catch them if we're reduced to so much ash!"
Red Arrow on Villain1

Bomb Exploding Cutscene:
Camera on ship1
Play effect effect_missle_launch at ship1
Fade for 4 seconds
hawkman says, "No! The ship is taking off!"
hawkgirl says, "Byth has vanished! We'll never catch them now!"

Disarm Bomb Cutscene:
Camera on hawkman
hawkman moves to ship2
hawkman says, "Just a few delicate adjustments..."
hawkman plays animation melee_mace_b
Play effect effect_skyking_adjustsuit at hawkman
hawkman says, "That should do it!"

Bomb Disarmed Cutscene:
Camera on hawkman
hawkman says, "That ship isn't going anywhere anytime soon!"
hawkgirl says, "Good, then we've trapped these shapeshifters here and all we need to do is mop them up!"

#---------------------------------------
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

It looks ok at first glance.  Are there any error messages?



BentonGrey

None in the game itself.  I'll have to test it again to check script.log.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

#15
In the meantime I've continued my testing of the JLA campaign, and thankfully got through several missions and base screens (oh how I hate base screens) without any problems that I wasn't able to solve myself.  Until level 5, that is.  Anyway, the base screen isn't playing, and I'm getting a bizarre error in the FF.log.  It is bizarre that this base level doesn't even load.  Like, if the map were loading, I'd hear things even though the screen is black.  Instead, I can still hear the music from the main menu.

Spoiler
00:14:03.48: FF: activation: CGameObjFactory::update deleting object (m25obj_22)
00:14:03.48: FF: activation: >>>>>>>>>remove id 78971069, index 189, stamp 1205
00:14:09.80: FF: CResourceDataMgr::getTagFullName, resource music_debrief not found
00:14:14.47: FF: Error: loadBaseForCurrentMission: no base file found for campaign mission 04B_Flash_ht_neighborhood
00:14:21.83: FF: CObjectTemplateDataMgr::term()
00:14:22.14: FF: freeing physics

The base file is there, right where it should be...and I don't see anything wrong in the script itself.  Take a look:

Spoiler
Story: My Story

#
# The base encounter will set up the camera
# and take care of any campaign housekeeping
# e.g. right after the base loads.
#

Encounter: Start
Type: Base
Marker: fountain1

Start Cutscene:
Camera on aquaman_classis
Unfade for 3 seconds
aquaman_classis says, "It's not that simple Vulko, I think we need to take a firmer hand with Orm's supporters in the great houses. We can't afford to let them see us as weak."
vulko says "As you say, your majesty."
aquaman_classis, "Come on Vulko, it's bad enough that our people forced the crown on me, but I can't have you calling me 'your majesty' along with everyone else. It will start to go to my head!"
vulko says, "Haha, very well Arthur my boy, I'll refrain from using honorifics as long as we're in private. how does that strike you?"
aquaman_classis says, "It's a step in the right direction, now if I could talk the courtiers out of bowing every time they-"
aquaman_classis plays animation stunned
Play effect effect_mentor at aquaman_classis
vulko plays animation pain
vulko says, "Lord Arthur! Are you alright, sire?"
aquaman_classis says, "I...I...that voice...in my mind again..."
vulko says, "A voice in your mind, sire? What is going on?"
aquaman_classis says, "It...it's been happening more and more often. Its like someone whispering in the back of my mind, only I could never make out the words...until now."
vulko says, "What is it...what is it saying?"
aquaman_classis plays animation melee_idle
aquaman_classis says, "I understand! I don't have any time to explain Vulko, but I have to leave for the surface. Something terrible is about to happen!"
aquaman_classis moves to throne1
aquaman_classis says, "I'll return as soon as I can...if I can. In the meantime muster the army and protect the kingdom!"

#
# The briefing cutscene will play when the player
# selects the briefing button on the base screen.
#
# Notice the 'Starts when: Briefing' line.
# That must be there or it won't play as a briefing.
#

God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Gremlin

Probably not the source of your problem, but you forgot a "says" before the second aquaman_classis line.

BentonGrey

Thanks Grem!  I always miss stuff like that...and I even read through this one SPECIFICALLY looking for those kinds of errors.  I've edited it...but still no luck.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

From this error:

00:14:14.47: FF: Error: loadBaseForCurrentMission: no base file found for campaign mission 04B_Flash_ht_neighborhood

I'd have to guess that there is an issue with a missing or damaged base.dat or base.py file.  Make sure they are both there and that you can load the base.dat file in FFEdit.



BentonGrey

#19
Alright, I CAN load the base.dat file in FFEdit, and the base.py file is up to date.  I'm still getting the same error.  What should I do?

I've uploaded the file in question here: http://games.groups.yahoo.com/group/bentongrey/files/ if anyone wants to try a more hands on approach. 
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

The name of the directory you posted (04_JLA_ds_moon) is not the same as the one giving the error 04B_Flash_ht_neighborhood. 

Maybe you have it pointing to the wrong folder in the campaign list in ffedit?



BentonGrey

Urghhh.......does anyone want to test all the rest of my missions and base screens?  I'm finding zillions of bugs. :(

No, no, M, I'm afraid it isn't that easy for me to solve.  I'm just a complete and total moron... :banghead:  Find the proper file here: http://games.groups.yahoo.com/group/bentongrey/files/

God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

Just to make sure...

the error says it is looking for 04B_Flash_ht_neighborhood, not 04B_JLA_ht_neighborhood. 

BentonGrey

Okay M, I think that you've inadvertently solved the mystery....apparently, at some point in time I renamed the mission AFTER I had added it to the campaign....so the campaign was looking for a mission that didn't exist....I'm a genius. :P  I'll modify and test and let you know for sure.  On a related note, playing the Flash mission itself, I find That one of the encounters is refusing to end.  I had this issue earlier, but apparently it has come back to haunt me.  Here is the script, with the pertinent area highlighted:

Spoiler
#----------------------------------

Encounter: Intro1
Type: Cutscene
Allies: barry_allen, doctor
Villains: thug_with_gun, thug_with_bat, thug_with_bat
Marker: lab1

Start Cutscene:
Camera on barry_allen
Fade for 1 seconds
Unfade for 3 seconds
barry_allen turns to doctor
barry_allen says, "Good to see you again Jonas, still inspiring young, lazy minds in your classes?"
doctor turns to barry_allen
doctor says, "Good to see you too, Barry. My classes are excellent this semester, but I don't have any students quite as bright as you were, my boy...although I don't recall you ever being intellectually lazy!"
barry_allen says, "Ha! You just didn't pay close enough attention Prof! How goes your research?"
doctor says, "I'm glad you asked! My optics reasearch has produced some very interesting results, so interesting, in fact, so interesting that we're moving up the launch date for the satellite."
barry_allen says, "No kidding? Somebody upstairs must be pretty impressed with those lenses of yours."
doctor says, "Hah, well, perhaps so, but one way or another, once I finish the final adjustments we'll be seeing space in a way that has never been possible before!"
Villain1 moves to doctor
Villain2 moves to doctor
Villain3 moves to doctor
Villain1 plays animation melee
Villain1 says, "'fraid not doc. That launch 'as been rescheduled, permanently. professor Jonas Maxiam, you're comin' with us..."
doctor says, "What's the meaning of this?!"
barry_allen says, "I don't know what you think you're doing, but-"
Villain1 says, "Nothin' personal boys, but if you want to stay healthy doc, you'd better come with me."
Villain1 turns to barry_allen
Villain1 plays animation melee
Villain1 says, "As for you, pal, if you are real, real good, you might just be able to walk away from this in one piece, get me?"
doctor says, "I suppose I don't have much choice...very well, I will come, but please leave my friend alone."
Villain1 says, "That is entirely up ta' him. Anyway, they said you was smart, so prove it and get movin'."
doctor moves to hospital1
Villain2 moves to hospital1
Villain3 moves to hospital1
Villain1 says, "Alright buddy, you just stay right there, and this will all be over in a flash."
Villain1 moves to hospital1
barry_allen says, "I'm sure it will..."
barry_allen moves to escape1
Fade for 3 seconds
barry_allen says, "I'll slip into costume and have those jokers in a cell before they know what hit them!"
Camera on Flash

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

Encounter: Intro2
Type: Cutscene
Villains: warlord
Marker: lab2
Next: Blaze1

Start Cutscene:
Unfade for 3 seconds
flash moves to Villain1
Villain1 turns to flash
flash says, "You and your friends came to the wrong town pal, but I want to thank you. I haven't been able to stretch my legs yet today. You can't get away, but you're certainly welcome to try!"
Villain1 says, "Hold on there speedy, we don't gotta' outRUN ya', we just gotta' slow you down a bit, and if I were you I'd just let the egghead go."
flash says, "Is that so? How exactly do you plan to do that?"
Villain1 says, "Heh, well, we're prepared for ya', you see? My 'associates' are engaging in a little urban renewal right this moment...on two different sides of town. You can chase my friends, or you can stop a hospital and an apartment building from going up in flames...but you'd better hurry..."
flash plays animation pain
flash says, "Hurry? Pal, you're going to find yourself in a cell so fast it's gonna' make your head spin!"
flash moves to hospital1
Wait for 2 seconds

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

Encounter: Blaze1
Type: Building Rampage
Villains: thug_with_grenade, thug_with_bat, thug_with_grenade, thug_with_grenade, thug_with_gun, thug_with_gun
Allies: civilian_male, civilian_female, civilian_male, civilian_male, civilian_female
Marker: hospital1
Next: Blaze2

Alert Cutscene:
Red Arrow on Villain1

Start Cutscene:
Remove Arrow from Villain1
Camera on Villain1
Villain1 says, "Burn baby, burn!"
Camera on Ally
Ally plays animation power
Ally says, "Help! They're trying to burn down the hospital!"
Camera on flash
flash says, "Hold on, help'll be there before you know it!"

End Cutscene:
Camera on flash
Ally moves to flash
Ally says, "Thanks Flash!"
flash says, "You're welcome! Make sure the police know what these losers were up to!"

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

Encounter: Blaze2
Type: Rescue Fire
Villains: thug_with_grenade, thug_with_bat, thug_with_grenade, thug_with_grenade, thug_with_gun, thug_with_bat
Allies: civilian_male, civilian_female, civilian_female, civilian_female, civilian_female, civilian_male
Marker: apartment1
Next: Blaze3

Alert Cutscene:
Red Arrow on Villain1
flash says, "Good heavens, they've already managed to catch one of the buildings on fire!"

Start Cutscene:
Remove Arrow from Villain1
Camera on Villain1
Villain1 says, "Woo-hoo! This is what I call fun!"
Camera on Ally
Ally plays animation power
Ally says, "Please, help us or we'll die here!"
Camera on Villain1
Villain1 says, "Ain't that a cryin' shame buddy?"
Camera on flash
flash says, "Yeah, but it looks like you'll be the one doing the crying!"

End Cutscene:
Camera on flash
Ally moves to flash
Ally says, "Thank you Flash...I thought...I thought I was going to die up there...!"
flash says, "That's what I'm here for, but now I've gotta' run! Take care of yourself!"

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

Encounter: Blaze3
Type: Rescue Fire
Villains: thug_with_grenade, thug_with_gun, thug_with_grenade, thug_with_grenade, thug_with_gun, thug_with_gun, thug_with_gun, thug_with_gun
Allies: civilian_male, civilian_male, civilian_female, civilian_male, civilian_female, civilian_male
Marker: rest1
Next: Blaze4

Alert Cutscene:
Red Arrow on Villain
flash says, "What! More fires? I've got to take care of this quick, before those thugs can get the professor out of town. These guys are better organized than the average street gang that they appear to be. I'd probably better be careful!"

Start Cutscene:
Remove Arrow from Villain
Camera on Villain
Villain turns to flash
Villain says, "Here comes the red-pajama wearin' freak, get ready!"
Camera on Ally
Ally plays animation power
Ally says, "[Cough][Cough] Help!"
flash says, "Not that it isn't fun to punch low lifes like you at super speed, but you boys are trying my patience by bringing innocent people into it."

End Cutscene:
Camera on flash
Ally moves to flash
Ally says, "Don't...[Cough]...don't worry about us, go get the people that did this!"
flash says, "You can count on it!"

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

Encounter: Blaze4
Type: Building Rampage
Villains: thug_with_grenade, mafioso, thug_with_grenade, thug_with_grenade, thug_with_gun, thug_with_gun, thug_with_gun, mafioso
Allies: civilian_female, civilian_male, civilian_female, civilian_male, civilian_female, civilian_male
Marker: school1
Next: Final1

Alert Cutscene:
Red Arrow on Villain

Start Cutscene:
Remove Arrow from Villain
Camera on Villain
Villain turns to flash
Villain says, "Come on boys, let's make a name for ourselves!"
Camera on Ally
Ally plays animation power
Ally says, "Heeeeelp!"
flash says, "I've about had it with this...I can't believe you idiots are actually burning down a school!"

End Cutscene:
Camera on flash
Ally moves to flash
Ally says, "Why? Why would anyone do something like this?"
flash says, "I don't know Ma'am, but I intend to find out!"

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

Encounter: Final1
Type: Custom
Actions: Allies Do Not Fight, Allies Can Be Freed, Allies Cower, Villains Fight Heroes, Allies Thank Heroes, Rivals Fight Villains, Heroes Rescue Allies
Villains: warlord, thug_with_grenade, thug_with_gun
Rivals: civilian_martian, civilian_martian
Minions: thug_with_gun, thug_with_grenade, thug_with_grenade, thug_with_gun
Allies: doctor
Marker: escape1
Next: __win__

Alert Cutscene:
Camera on flash
flash says, "Now that I've got all of this under control, its time to catch up with Jonas' kidnappers. I should just be able to catch them before they leave town, but I'll need to search the city at super speed..."

Start Cutscene:
Camera on Villain1
Villain1 turns to flash
Villain1 says, "Jeez you're tenacious ain'cha'? Well, you'd better stay awful still, or the good Professor is liable to have an 'accident?'"
Cinematic camera on Rival1 to Villain1
Rival1 turns to Villain1
Rival1 plays animation melee
Rival1 says, "Fool! You were supposed to keep this one occupied!"
Villain1 turns to Rival1
Villain1 says, "Hey, we ain't pinched yet, just let me handle this!"
Rival1 says, "We did not pay for such incompetence. Do you not realize that he is more than fast enough to take that primitive firearm away from you before you even BEGIN to pull the trigger?"
Rival2 says, "<Enough of this, these morsels have all outlived their usefulness. Let's just kill them all and be done with it!>"
Rival1 turns to Rival2
Rival1 says, "<You're right, our presence has been exposed anyway, we may as well feast!>"
Camera on flash
flash says, "What in the world? This just keeps getting stranger and stranger!"
Camera on Villain1
Villain1 says, "Hey, what are you two yammerin' on about?"
Rival1 says, "Your death, human!"

Ally thanks hero Cutscene:
Camera on flash
Ally1 moves to flash
flash says, "Professor, are you alright?"
Ally1 says, "Yes...yes, I believe I'm uninjured. Thank you Flash, I don't know what they had planned for me, but these...creatures that had hired those thugs seemed positively inhuman!"
flash says, "I believe you may be exactly right Professor. Did they say anything to you that might give us a clue as to what was going on?"
Ally1 says, "No...but they did say that there was a truck waiting for me on the outskirts of town, perhaps you might find something useful inside?"
flash says, "Even better, I think I'll trail it to their destination and see if I can't unravel this mystery."


I knock out all of the villains, save all of the civilians, and then...nothing.  They stand on the street at the right spot, and the final cutscene doesn't play.
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Here is the script.log:

Spoiler
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'Enc_StandardStartEnable(4)'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['replace', ['villain1', 'villain'], ['ally', 'ally']], ['required', 'flash'], ['cutscene', 'CS_Start()', "CS_Camera('villain1', dist=-160, yaw=0)", "CS_Speak('villain1', 'Woo-hoo! This is what I call fun!', force=0)", "CS_Camera('ally', dist=-160, yaw=0)", "CS_Animate('ally','power')", 'CS_Speak(\'ally\', "Please, help us or we\'ll die here!", force=0)', "CS_Camera('villain1', dist=-160, yaw=0)", 'CS_Speak(\'villain1\', "Ain\'t that a cryin\' shame buddy?", force=0)', "CS_Camera('flash', dist=-160, yaw=0)", 'CS_Speak(\'flash\', "Yeah, but it looks like you\'ll be the one doing the crying!", force=0)', 'CS_End()']] : 'Enc_StandardStartEnable(4)' ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('m25obj_36', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('m25obj_36','Woo-hoo! This is what I call fun!', force=0)
CUTSCENE:  - CS_Camera('m25obj_48', dist=-160, yaw=0)
CUTSCENE:  - CS_Animate('m25obj_48','power')
CUTSCENE:  - CS_Speak('m25obj_48',"Please, help us or we'll die here!", force=0)
CUTSCENE:  - CS_Camera('m25obj_36', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('m25obj_36',"Ain't that a cryin' shame buddy?", force=0)
CUTSCENE:  - CS_Camera('flash', dist=-160, yaw=0)
CUTSCENE:  - CS_Speak('flash',"Yeah, but it looks like you'll be the one doing the crying!", force=0)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 7
CUTSCENE: playing ff.CS_Start(7)
CUTSCENE: playing ff.CS_Camera(7,'m25obj_36', dist=-160, yaw=0)
AI: AISetRunning m25obj_36 to 0
AI: AISetRunning m25obj_38 to 0
AI: AISetRunning m25obj_40 to 0
AI: AISetRunning m25obj_42 to 0
AI: AISetRunning m25obj_44 to 0
AI: AISetRunning m25obj_46 to 0
CUTSCENE: playing ff.CS_Speak(7,'m25obj_36','Woo-hoo! This is what I call fun!', force=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
GROUP: 'm25obj_26' removed from group '3_ally'
GROUP: '3_ally' set to ['m25obj_28', 'm25obj_30', 'm25obj_32', 'm25obj_34']
GROUP: 'm25obj_28' removed from group '3_ally'
GROUP: '3_ally' set to ['m25obj_30', 'm25obj_32', 'm25obj_34']
GROUP: 'm25obj_30' removed from group '3_ally'
GROUP: '3_ally' set to ['m25obj_32', 'm25obj_34']
GROUP: 'm25obj_32' removed from group '3_ally'
GROUP: '3_ally' set to ['m25obj_34']
GROUP: 'm25obj_34' removed from group '3_ally'
GROUP: '3_ally' set to []
GROUP: empty '3_ally' cannot have a leader promoted
AI: AISetRunning m25obj_48 to 0
AI: AISetRunning m25obj_50 to 0
AI: AISetRunning m25obj_52 to 0
AI: AISetRunning m25obj_54 to 0
AI: AISetRunning m25obj_56 to 0
AI: AISetRunning m25obj_58 to 0
CUTSCENE: playing ff.CS_Camera(7,'m25obj_48', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Animate(7,'m25obj_48','power')
CUTSCENE: playing ff.CS_Speak(7,'m25obj_48',"Please, help us or we'll die here!", force=0)
CUTSCENE: playing ff.CS_Camera(7,'m25obj_36', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(7,'m25obj_36',"Ain't that a cryin' shame buddy?", force=0)
CUTSCENE: playing ff.CS_Camera(7,'flash', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_Speak(7,'flash',"Yeah, but it looks like you'll be the one doing the crying!", force=0)
CUTSCENE: playing ff.CS_End(7)
AI: AIRun is restarting m25obj_38
[Plenty more of the same]
CUTSCENE: calling cutscene return function.
GROUP: 'm25obj_36' automatically promoted to leader of group '4_minion'
GROUP: 'm25obj_36' made leader of group '4_minion'
GOAL: Adding goal Goal_Guard(1029,'m25obj_36',19) to character m25obj_38
GOAL: Adding goal Goal_Guard(1030,'m25obj_36',19) to character m25obj_40
GOAL: Adding goal Goal_Guard(1031,'m25obj_36',19) to character m25obj_42
GOAL: Adding goal Goal_Guard(1032,'m25obj_36',19) to character m25obj_44
GOAL: Adding goal Goal_Guard(1033,'m25obj_36',19) to character m25obj_46
GROUP: '4_minion' set to guard 'm25obj_36'
GOAL: Adding goal Goal_StayWithTeam(1034,20) to character m25obj_36
alliescanbefreed 6 0 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
AI: m25obj_38:'thug_with_bat' move to 'flash1'
AI: m25obj_36:'thug_with_grenade'  'flash1'
AI: m25obj_44:'thug_with_gun' thug Pistol Shot attack on 'flash1'
AI: m25obj_46:'thug_with_bat' move to 'flash1'
AI: m25obj_42:'thug_with_grenade'  'flash1'
AI: m25obj_38:'thug_with_bat' move to 'flash1'
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_46:'thug_with_bat' move to 'flash1'
ENCOUNTER: PlayEncCutscene(): 'allyrescuedcs' : "EncEventCallback(4, '_freed', 'm25obj_52')"
ENCOUNTER: PlayCutsceneFromList(): None : "EncEventCallback(4, '_freed', 'm25obj_52')" ... [['m25obj_52', 'ally'], ['flash1', 'hero']]
ENCOUNTER: 4 - event callback _freed has value ['EncCustom_AlliesCanBeFreed_Freed']
ENCOUNTER: 4 - event callback _freed calling EncCustom_AlliesCanBeFreed_Freed
ENCOUNTER: PlayEncCutscene(): 'allyfreedcs' : 'EncCheckEnd(4)'
ENCOUNTER: PlayCutsceneFromList(): None : 'EncCheckEnd(4)' ... [['m25obj_52', 'ally'], [None, 'hero']]
alliescanbefreed 6 1 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
[SNIP]
GROUP: '4_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_40kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_40', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_grenadekocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_40', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_40', 'fallen']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
[SNIP]
AI: m25obj_48:'civilian_male' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GOAL: Removing goal Goal_MoveToMarker(1025 from character m25obj_52
ENCOUNTER: PlayEncCutscene(): 'allycongregatescs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_52', 'ally']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
AI: m25obj_50:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_54:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_58:'civilian_male' goal move to marker 'apartment1_congregate1'
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_42:'thug_with_grenade' move to 'flash1'
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_44:'thug_with_gun' default Punch attack on 'flash1'
AI: m25obj_46:'thug_with_bat' panicked run 'flash1'
AI: m25obj_38:'thug_with_bat' panicked run 'flash1'
AI: m25obj_48:'civilian_male' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: AISetRunning m25obj_52 to 0
AI: m25obj_50:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_54:'civilian_female' goal move to marker 'apartment1_congregate1'
GOAL: Removing goal Goal_MoveToMarker(1028 from character m25obj_58
ENCOUNTER: PlayEncCutscene(): 'allycongregatescs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_58', 'ally']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_42 no tactic chosen this cycle.
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_42 no tactic chosen this cycle.
AI: m25obj_48:'civilian_male' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_50:'civilian_female' goal move to marker 'apartment1_congregate1'
GOAL: Removing goal Goal_MoveToMarker(1026 from character m25obj_54
ENCOUNTER: PlayEncCutscene(): 'allycongregatescs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_54', 'ally']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
AI: AISetRunning m25obj_58 to 0
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_42 no tactic chosen this cycle.
AI: m25obj_46:'thug_with_bat' panicked run 'flash1'
AI: m25obj_38:'thug_with_bat' move to 'flash1'
GROUP: '4_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_44kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_44', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_gunkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_44', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_44', 'fallen']]
alliescanbefreed 6 6 0
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Spoiler
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
AI: m25obj_36 no tactic chosen this cycle.
AI: m25obj_42 overpowers his/her/its attack!
AI: m25obj_42:'thug_with_grenade' thug Grenade attack on 'flash1'
AI: m25obj_48:'civilian_male' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_50:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: AISetRunning m25obj_54 to 0
AI: m25obj_36 overpowers his/her/its attack!
AI: m25obj_36:'thug_with_grenade' thug Grenade attack on 'flash1'
AI: m25obj_38:'thug_with_bat' move to 'flash1'
AI: m25obj_46:'thug_with_bat' move to 'flash1'
GOAL: Removing goal Goal_MoveToMarker(1023 from character m25obj_48
ENCOUNTER: PlayEncCutscene(): 'allycongregatescs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_48', 'ally']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GOAL: Removing goal Goal_MoveToMarker(1024 from character m25obj_50
ENCOUNTER: PlayEncCutscene(): 'allycongregatescs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_50', 'ally']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
AI: m25obj_38:'thug_with_bat' move to 'flash1'
GROUP: 'm25obj_40' removed from group '4_minion'
GROUP: '4_minion' set to ['m25obj_36', 'm25obj_38', 'm25obj_42', 'm25obj_44', 'm25obj_46']
AI: m25obj_46:'thug_with_bat' move to 'flash1'
AI: m25obj_42 no tactic chosen this cycle.
AI: AISetRunning m25obj_48 to 0
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: AISetRunning m25obj_50 to 0
AI: m25obj_38:'thug_with_bat' move to 'flash1'
AI: m25obj_42:'thug_with_grenade'  'flash1'
AI: m25obj_46:'thug_with_bat' move to 'flash1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GROUP: '4_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_46kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_46', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_batkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_46', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_46', 'fallen']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
GROUP: '4_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_38kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_38', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_batkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_38', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_38', 'fallen']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
AI: m25obj_42 no tactic chosen this cycle.
Object_GetVar called on nonexistant object 'm25obj_578'.
AI: m25obj_42 no tactic chosen this cycle.
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_42 no tactic chosen this cycle.
AI: m25obj_42 no tactic chosen this cycle.
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GROUP: '4_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_36kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_36', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_grenadekocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_36', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_36', 'fallen']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - None
GROUP: '4_minion' leader koed
GROUP: 'm25obj_42' automatically promoted to leader of group '4_minion'
GROUP: 'm25obj_42' made leader of group '4_minion'
GOAL: Removing goal Goal_Guard( from character m25obj_42
GROUP: '4_minion' set to guard 'm25obj_42'
GOAL: Adding goal Goal_StayWithTeam(1035,20) to character m25obj_42
AI: m25obj_42:'thug_with_grenade'  'flash1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GROUP: 'm25obj_44' removed from group '4_minion'
GROUP: '4_minion' set to ['m25obj_36', 'm25obj_38', 'm25obj_42', 'm25obj_46']
AI: m25obj_42:'thug_with_grenade'  'flash1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_42:'thug_with_grenade'  'flash1'
GROUP: '4_minion' member koed
ENCOUNTER: PlayEncCutscene(): 'm25obj_42kocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_42', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'thug_with_grenadekocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_42', 'fallen']]
ENCOUNTER: PlayEncCutscene(): 'villainkocs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... [['m25obj_42', 'fallen']]
alliescanbefreed 6 6 0
ENCOUNTER: -- custom check end EncCustom_AlliesCanBeFreed_CheckEnd(4) - ['all allies freed']
ENCOUNTER: -- custom check end EncCustom_Allies_Congregate_CheckEnd(4) - None
ENCOUNTER: -- custom check end EncCustom_Fire_CheckEnd(4) - ['fire over']
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - ['villains gone']
GROUP: '4_minion' leader koed
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GROUP: 'm25obj_38' removed from group '4_minion'
GROUP: '4_minion' set to ['m25obj_36', 'm25obj_42', 'm25obj_46']
GROUP: 'm25obj_46' removed from group '4_minion'
GROUP: '4_minion' set to ['m25obj_36', 'm25obj_42']
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GROUP: 'm25obj_36' removed from group '4_minion'
GROUP: '4_minion' set to ['m25obj_42']
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GROUP: 'm25obj_42' removed from group '4_minion'
GROUP: '4_minion' set to []
GROUP: empty '4_minion' cannot have a leader promoted
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
[15 lines of the same]
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
[12 lines of the same]
ENCOUNTER: PlayEncCutscene(): 'bantercs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
GetCharacterData: called on non-character sc_fire_hydrant_013, template=fire_hydrant
GetCharacterData: called on non-character sc_fire_hydrant_013_fh, template=ffx_target
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
[8 lines of the same]
AI: m25obj_56:'civilian_female' goal move to marker 'apartment1_congregate1'
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

M25

The encounter is working, but one of the civilians can't get close enough to the marker the civilians are fleeing to to trigger the end.  Chances are if you play it again, it will work, but of course that's not the most elegant solution.  You can place a marker nearby called apartment1_congregate on the map so that it is easier for the civilians to get to it.



BentonGrey

Hmm...I have such a marker...maybe I should move it out into the street where they will be able to get closer.  Also, should I reduce the number of civilians?  Thanks M, I thought something like that might be the case, but I didn't have a clue how to solve it. 
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

BentonGrey

Well, the testing continues, and so do the bugs!  The 5th level's base screen is actually loading now, thanks to M's astute observation, but the briefing cutscene will not play.  Here is the cutscene in question:

Spoiler
Encounter: Briefing
Type: Cutscene
Starts When: Briefing

Start Cutscene:
Camera on aquaman_classis
aquaman_classis says, "It's not that simple Vulko, I think we need to take a firmer hand with Orm's supporters in the great houses. We can't afford to let them see us as weak."
vulko says "As you say, your majesty."
aquaman_classis, "Come on Vulko, it's bad enough that our people forced the crown on me, but I can't have you calling me 'your majesty' along with everyone else. It will start to go to my head!"
vulko says, "Haha, very well Arthur my boy, I'll refrain from using honorifics as long as we're in private. how does that strike you?"
aquaman_classis says, "It's a step in the right direction, now if I could talk the courtiers out of bowing every time they-"
aquaman_classis plays animation stunned
Play effect effect_mentor at aquaman_classis
vulko plays animation recover_from_stun
vulko says, "Lord Arthur! Are you alright, sire?"
aquaman_classis says, "I...I...that voice...in my mind again..."
vulko says, "A voice in your mind, sire? What is going on?"
aquaman_classis says, "It...it's been happening more and more often. It's like someone whispering in the back of my mind, only I could never make out the words...until now."
vulko says, "What is it...what is it saying?"
aquaman_classis plays animation melee_idle
aquaman_classis says, "I understand! I don't have any time to explain Vulko, but I have to leave for the surface. Something terrible is about to happen!"
aquaman_classis moves to throne1
aquaman_classis says, "I'll return as soon as I can...if I can. In the meantime muster the army and protect the kingdom!"

And the script.log, which doesn't have anything that jumps out at me:

Spoiler
>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
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
loading datfiles version 0.251000
importing MLOG Reader 1.0.18 release
Starting General Utilities 1.0
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
CustomHeadCurrentTime 1231276920.691000
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
Campaign_ReadObjects() warning: object template <water> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
Campaign_ReadObjects() warning: object template <jm_pad_white> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_green> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad_brown> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <jm_pad> has more than one entry for attribute <canPickUp>, values 0.000000 and 0.000000
Campaign_ReadObjects() warning: object template <bigwater> has more than one entry for attribute <mass>, values 650.000000 and 650.000000
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FREEROAM_KBD: initialized
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.py v.3.2.0 July 27, 2008
Loading m25freeroam.py v. 3.2.0 build 7; branch = m25 branch 1
FFX Mission Plugin 'm25encexit' imported
Loading     m25enc_OPENDOOR.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_opendoor' imported
FFX Mission Plugin 'm25enc_reqchar' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
FFX Mission Plugin 'm25enc_simplechoice' imported
FFX Mission Plugin 'm25encstory' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
>>> C:\Documents and Settings\Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\base.py executed
MISSION: EZScript MiniMod/Campaign Precache.
PSTORY: {'name': 'My Story', 'encounters': [{'marker': 'fountain1', 'type': 'Base', 'timeofday': 'none', 'required_map': [], 'trigger': [], 'next': [], 'objectives': [], 'parameters': [], 'name': 'Start', 'cutscenes': [{'replace': [], 'name': 'Start', 'required': ['aquaman_classis'], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('aquaman_classis', dist=-160, yaw=0)", 'CS_UnFade(3)', 'CS_End()']}], 'pre': []}, {'marker': 'encounter', 'type': 'Cutscene', 'timeofday': 'none', 'required_map': [], 'trigger': ['Briefing'], 'next': [], 'objectives': [], 'parameters': [], 'name': 'Briefing', 'cutscenes': [{'replace': [], 'name': 'Start', 'required': ['aquaman_classis', 'vulko', 'throne1'], 'priority': 1, 'cutscene': ['CS_Start()', "CS_Camera('aquaman_classis', dist=-160, yaw=0)", 'CS_Speak(\'aquaman_classis\', "It\'s not that simple Vulko, I think we need to take a firmer hand with Orm\'s supporters in the great houses. We can\'t afford to let them see us as weak.", force=0)', "CS_Speak('vulko', 'As you say, your majesty.', force=0)", 'CS_Speak(\'vulko\', "Haha, very well Arthur my boy, I\'ll refrain from using honorifics as long as we\'re in private. how does that strike you?", force=0)', 'CS_Speak(\'aquaman_classis\', "It\'s a step in the right direction, now if I could talk the courtiers out of bowing every time they-", force=0)', "CS_Animate('aquaman_classis','stunned')", "CS_Effect('effect_mentor','aquaman_classis')", "CS_Animate('vulko','recover_from_stun')", "CS_Speak('vulko', 'Lord Arthur! Are you alright, sire?', force=0)", "CS_Speak('aquaman_classis', 'I...I...that voice...in my mind again...', force=0)", "CS_Speak('vulko', 'A voice in your mind, sire? What is going on?', force=0)", 'CS_Speak(\'aquaman_classis\', "It...it\'s been happening more and more often. It\'s like someone whispering in the back of my mind, only I could never make out the words...until now.", force=0)', "CS_Speak('vulko', 'What is it...what is it saying?', force=0)", "CS_Animate('aquaman_classis','melee_idle')", 'CS_Speak(\'aquaman_classis\', "I understand! I don\'t have any time to explain Vulko, but I have to leave for the surface. Something terrible is about to happen!", force=0)', "CS_MoveTo('aquaman_classis', 'throne1')", 'CS_Speak(\'aquaman_classis\', "I\'ll return as soon as I can...if I can. In the meantime muster the army and protect the kingdom!", force=0)', 'CS_End()']}], 'pre': []}], 'start': []}
PSTORY: {'My Story': {'encounters': {'__lose__': {'action': ['ff.Story_LoseMission()']}, '__win__': {'action': ['ff.Story_WinMission()']}, '__end__': {'action': ["ff.Story_SetStoryEnded('My Story')"]}, 'Start': {'timeofday': 'none', 'next': ['Briefing'], 'trigger': ['start'], 'action': ['DoEncBase(cutscenes = [[\'startcs\', [[\'priority\', 1], [\'required\', \'aquaman_classis\'], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'aquaman_classis\', dist=-160, yaw=0)", \'CS_UnFade(3)\', \'CS_End()\']]]], marker = \'fountain1\')'], 'required_map': []}, 'Briefing': {'timeofday': 'none', 'next': ['__end__'], 'trigger': ['Briefing'], 'action': ['DoEncCutscene(cutscenes = [[\'startcs\', [[\'priority\', 1], [\'required\', \'aquaman_classis\', \'vulko\', \'throne1\'], [\'cutscene\', \'CS_Start()\', "CS_Camera(\'aquaman_classis\', dist=-160, yaw=0)", \'CS_Speak(\\\'aquaman_classis\\\', "It\\\'s not that simple Vulko, I think we need to take a firmer hand with Orm\\\'s supporters in the great houses. We can\\\'t afford to let them see us as weak.", force=0)\', "CS_Speak(\'vulko\', \'As you say, your majesty.\', force=0)", \'CS_Speak(\\\'vulko\\\', "Haha, very well Arthur my boy, I\\\'ll refrain from using honorifics as long as we\\\'re in private. how does that strike you?", force=0)\', \'CS_Speak(\\\'aquaman_classis\\\', "It\\\'s a step in the right direction, now if I could talk the courtiers out of bowing every time they-", force=0)\', "CS_Animate(\'aquaman_classis\',\'stunned\')", "CS_Effect(\'effect_mentor\',\'aquaman_classis\')", "CS_Animate(\'vulko\',\'recover_from_stun\')", "CS_Speak(\'vulko\', \'Lord Arthur! Are you alright, sire?\', force=0)", "CS_Speak(\'aquaman_classis\', \'I...I...that voice...in my mind again...\', force=0)", "CS_Speak(\'vulko\', \'A voice in your mind, sire? What is going on?\', force=0)", \'CS_Speak(\\\'aquaman_classis\\\', "It...it\\\'s been happening more and more often. It\\\'s like someone whispering in the back of my mind, only I could never make out the words...until now.", force=0)\', "CS_Speak(\'vulko\', \'What is it...what is it saying?\', force=0)", "CS_Animate(\'aquaman_classis\',\'melee_idle\')", \'CS_Speak(\\\'aquaman_classis\\\', "I understand! I don\\\'t have any time to explain Vulko, but I have to leave for the surface. Something terrible is about to happen!", force=0)\', "CS_MoveTo(\'aquaman_classis\', \'throne1\')", \'CS_Speak(\\\'aquaman_classis\\\', "I\\\'ll return as soon as I can...if I can. In the meantime muster the army and protect the kingdom!", force=0)\', \'CS_End()\']]]], marker = \'encounter\')'], 'required_map': []}}}}
MISSION: On Post Init... complete; starting story.
ENCOUNTER: PlayEncCutscene(): 'startcs' : 'BaseDone(1)'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['required', 'aquaman_classis'], ['cutscene', 'CS_Start()', "CS_Camera('aquaman_classis', dist=-160, yaw=0)", 'CS_UnFade(3)', 'CS_End()']] : 'BaseDone(1)' ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Start()
CUTSCENE:  - CS_Camera('aquaman_classis', dist=-160, yaw=0)
CUTSCENE:  - CS_UnFade(3)
CUTSCENE:  - CS_End()
CUTSCENE: calling PlayCurrentCutscene 1
CUTSCENE: playing ff.CS_Start(1)
CUTSCENE: playing ff.CS_Camera(1,'aquaman_classis', dist=-160, yaw=0)
CUTSCENE: playing ff.CS_UnFade(1,3)
initialising FFQ_initialiseExtras()
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 'm25encexit' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_reqchar' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Plugin 'm25encstory' has no OnPostInit()
CUTSCENE: playing ff.CS_End(1)
CUTSCENE: calling cutscene return function.
ENCOUNTER: Setting up encounter 2
ENCOUNTER: Start marker found for ['encounter'] None
ENCOUNTER: No start marker found for ['encounter']
ENCOUNTER: Setting up encounter 3
ENCOUNTER: Start marker found for ['encounter'] None
ENCOUNTER: No start marker found for ['encounter']
God Bless
"If God came down upon me and gave me a wish again, I'd wish to be like Aquaman, 'cause Aquaman can take the pain..." -Ballad of Aquaman
Check out mymods and blog!
https://bentongrey.wordpress.com/

Previsionary

Quoteaquaman_classis, "Come on Vulko, it's bad enough that our people forced the crown on me, but I can't have you calling me 'your majesty' along with everyone else. It will start to go to my head!"

Not a fix, but an observation. You're missing a "says", no? As for the script log, it keeps pointing out it cant find a start marker...dunno if that's the problem, so I'll leave that to m25. :P
Disappear when you least expe--