I want to try and make a 1983 jla/avengers mod. I'm starting this thread to ask for help. I have a few questions about EZscript and what it can or can't do.
1) How does EZscript know what maps you want to use for an ecounter. Can you tell EZscript which ones to use and how do I do that?
2) I have five characters I want to use in an encounter. The player will choose four. How can I tell EZscript that the computer will play the fifth character?
3) I also want to give the player the option to choose between two teams in an encounter. Example, if he chooses JLA, the computer will play avengers or vice versa. They are specific teams. Example batman, hawkman, zatanna vs captain america, starfox, scarlet witch. I would like to leave out the other members of both teams as a choice in some encounters because the individual teams are specific to the story. Is possible to write in these types of choices in EZscript?
That's what I have to start. Any help would be appreciated. Please keep in mind that I'm new to this and don't really know a heck of alot. I am hoping that things can be explained on a step by step basis rather than in general answers. Thanks.
1. If you are making a campaign, then you set up a directory for each mission with the map and the EZ script story that you want and then go to the campaign tab in FFEdit and set up the order in which you want the missions to play.
2. This would require a new plug-in for EZ script. If you are serious, I can provide it.
3. You can use a Simple Choice encounter to give the player the option to choose between the two teams, and then run the other encounters based on that choice.
Encounter: Choose
Type: Simple Choice
Choice1: jla
Choice2: avengers
Allies: watcher
Next: If jla: Do JLA
Next: If avengers: Do Avengers
Start Cutscene:
watcher says, 'Choose, mortal.'
jla cutscene:
watcher says, "you have chosen the jla."
avengers cutscene:
watcher says, "you have chosen the avengers."
Encounter: Do JLA
...
Ecounter: Do Avengers
...
Thanks for the response, M25. I would like to make it a campaign and will try what you suggested although I suspect I may need help doing it. I am serious about trying to make it but I think it will be ALOT of trial and error. If you can make that plug-in, that would be great. I'm sure other will benefit from it as well. Also, speaking of maps, the first mission I would like to do is outside the avengers mansion. I know Tommyboy made a huge map of New York with the mansion in it. Is there a way to extract that mansion and place it into a smaller city map? If so, How can it be done? This will be one of the missions that the player will choose four characters and the computer will play the remaining characters. In this case it will be just one but the next mission will possibly be five that the computer will play in additon to the player's four.
This sounds tight!!! :thumbup: When you get the Campaign together can you send it my way please! ^_^
Well, you could ask tommyboy for the building you want. Otherwise, you can look for it in the art/library subdirectory of tommyboy's map mod. Or, you can grab the install creator from the ezscript.wikispaces.com site and use it to extract the building.
The mansion is in:
maps\art\library\area_specific\city\buildings\avengers_mansion\
And create a template for it (I usually just copy an existing building then rename the copy and point the mesh path to the new building).
Thanks, guys. I will have to try that in the next couple of days. In the meantime, below is a rough draft of the first starting cutscene. I am using EZscripteditor and I noticed that the character names are in red. It doesn't seem to recognize them so I'm guessing I missed a step. The characters involved in the fight would be beast, she-hulk, hawkeye and captain marvel. Part of the encounter will be to rescue starfox. I also noticed that EZscripteditor doesn't include a line for the heroes and villains. Do I have to edit them in? I would also like to ask if someone can make a chronal egg object for this mod? Right now this just script writing. When I am able to get the Avengers mansion, I'm sure I will have questions about adding characters to the map. Let me know what you guys think.
Story: justice league of america vs the avengers
Encounter: Starting Cutscene
Type: Cutscene
Allies: starfox
Start Cutscene:
Camera on kang zoom 100.0 heading 100.0
kang says, "Here we are. The home of my accursed foes......The Avengers. It is beneath me to ask for their help but ask I must or all of existence will be erased. Including my own."
starfox says, "I don't know what you are doing here but you speak the truth about one thing. Your existence is in trouble."
Cinematic camera on kang to starfox
kang says, "I did not come to fight, Avenger but I would be more than willing to strike you down if I must."
kang plays animation ranged_2
starfox says, "AAAAAHHH!!!!!"
Cinematic camera on starfox to beast
beast says, "That scream. It sounded like starfox."
Cinematic camera on beast to captain marvel
captain marvel says, "It came from the direction of the garden. We must investigate at once."
First you need to make sure you have all of those characters, either in the game files, or as hero files.
Next, you have to place them on the map, or tell EZ script to include them in the encounter.
Encounter: Starting Cutscene
Type: Cutscene
Allies: starfox, captain marvel, beast
Villains: kang
...
Now, if captain marvel and beast are supposed to be the player's character, then you don't need to include them
Allies: starfox
Villains: kang
I have hero files for all the characters involved. They are in the local settings\application data\irrational games\FFvTTR\custom\heroes folder. I also have the M25.ai files there too. I used EZhero to point the hero files to the right meshes that I want used. Do I need to move the hero files elsewhere for them to work in EZscript? I also have the EZscripteditor folder in my documents along with the .txt file I'm working on. Perhaps I need to move them to the Irrational Games folder somwhere to recognize the hero files? The Hero files also use the FFX attributes. Does EZscript take that into account or do I have to tell it?
Captain Marvel, She-hulk, Beast and Hawkeye will be playable characters so I didn't include them in the script. Is that why they are red?
In the editor, go to the panels menu and select the configuration option. In there you can tell the editor the location of your hero files directory, and it won't flag those names as a problem any more.
I checked and EZscript is pointing to the right location of the hero files but they still come up red. In fact, the heroes show up in the pulldown window to the right of the editor. They are all spelled the same way as their hero files. Do I need to set them up as characters or templates in FFedit perhaps?
It's likely a bug in the editor. If the heroes are showing up in the sidebar and the names are the same, then ignore it.
EZ script works with hero files, so you don't need to add them to the game's data files.
However, if you are building a mod to distribute to other people, then you will need to make your hero files into built-in characters. Alex's EZ hero editor can do that for you, or I have a tool on the ezscript.wikispaces.com that can make hero files into built-ins as well.
Couple of more things I want to add to the starting cutscene but I'm not sure if the overview covers it. I would like kang to appear at the begining of the game as if he teleported in with some teleport FX. What would the command be for this? I know that there is a teleport to character command but he's not really doing that. Also, I would like starfox to be close to him when he does teleport in and the avengers on the otherside of the mansion when the camera pans to them. How does EZscript address the placement of characters? I also wanted kang to blast starfox. I have added "kang plays animation ranged_2" to the script and I am wondering if at the end should be something like "to starfox" to show that kang is not just randomly shooting.
Lastly, I want the avengers to run off screen. I added the run and fly animation commands. Would that be right to do?
To place characters, you either put them on the map directly with the level editor, or you place markers where you want them to appear. If you have an encounter marker called encounter1, you can tell EZ script where to place the villains and allies by adding more markers. The first villain on the Villains: line will be placed at encounter1_villain1, the next at encounter1_villain2, etc. It works the same with allies. encounter1_ally1, encounter1_ally2, etc.
To tell the game where the heroes start, you add markers called hero_1, hero_2, hero_3 and hero_4 for campaign games, or skirmishstart for rumble room mods.
To do the teleport, have kang appear at a marker 'off camera', then teleport him to another marker on camera and play an effect.
Camera on kang_marker
kang teleports to kang_marker
play effect my_teleport_effect at kang
Or you may need to play the effect and then teleport him, depending on how it looks.
You can have kang use a power directly
kang uses power my_power on starfox
To run off screen, you need to place another marker somewhere out of the way and have them all run towards it.
beast moves to final_marker
angel flies to final_marker
Sorry. I still don't follow where to place the markers in the cutscene below. I also want to test this on a generic map until I can get the avengers mansion. Where would I place the script to do that? How does everthing else look, M25? Any corrections need to be made?
Story: justice league of america vs the avengers
Encounter: A visit from Kang
Type: Cutscene
Allies: starfox
Villains: kang
Start Cutscene:
Camera on kang zoom 100.0 heading 100.0
kang says, "Here we are. The home of my accursed foes......The Avengers. It is beneath me to ask for their help but ask I must or all of existence will be erased. Including my own. That meddling cretin had to get in the way of my plans forcing me to come here and seek assistance. He will not be so lucky the second time our paths cross."
starfox says, "kang!!!! I don't know what you are doing here but you speak the truth about one thing. Your existence is in trouble."
kang turns to starfox
Cinematic camera on kang to starfox
starfox says, "You made a big mistake in coming here. Looks like this is going to be another scheme the Avengers will have to put an end to."
Cinematic camera on starfox to kang
kang says, "I did not come to fight, Avenger but I would be more than willing to strike you down if I must."
kang uses power gauntlet blasters on starfox
starfox says, "AAAAAHHH!!!!!"
starfox plays animation fall
Cinematic camera on starfox to beast
beast says, "That scream. It sounded like starfox."
Cinematic camera on beast to captain marvel
captain marvel says, "It came from the direction of the garden. We must investigate at once."
beast plays animation run_3
captain marvel plays animation fly
she-hulk plays animation run
hawkeye plays animation run
The script looks like it will play ok. The EZ script editor is pretty good at pointing out problems, so if it passed that, it should be fine.
You should make the name of the story shorter though, to avoid a bug in the game.
As for the markers, you have to have a specific map if you want things to happen in specific locations. You open up the map in the level editor and place the markers on the map where you want things to happen (kang_marker, final_marker, encounter1_villain1, etc.). Then you tell EZ script to use those markers that you placed.
Encounter: Visit from Kang
Type: Cutscene
Allies: starfox
Villains: kang
Marker: encounter1
Start Cutscene:
Camera on kang_marker
kang teleports to kang_marker
Play effect ffx_teleport on kang
kang says, "blah"
starfox turns to kang
starfox says, "right back atcha."
kang uses power kang_power on starfox
<more stuff here>
beast moves to final_marker
captain marvel flies to final_marker
she-hulk moves to final_marker
hawkeye moves to final_marker
It is interesting you say that M25, because I just got done trying something with movement and it didn't seem to work. Of course I will playtest it more later (right now I don't have time) but it went like this:
I created a positional marker called 'villain1m' on the map.
I used the code:
'villain1 moves to villain1m'
and it didn't work. When I tried
'villain1 moves to hero1'
it worked just fine. It may have been something else in the script of course. More info for you guys later.
There's a bug in the parser that turns the line
villain1 moves to villain1m
into something like:
nuclear_winter moves to nuclear_winterm
To get it to work, don't use villain, minion or ally in the name of the marker.
Quote from: M25 on March 29, 2009, 04:07:19 AM
There's a bug in the parser that turns the line
villain1 moves to villain1m
into something like:
nuclear_winter moves to nuclear_winterm
To get it to work, don't use villain, minion or ally in the name of the marker.
Thanks M. I realized this last night also. I thought that might be the case, so I changed it to:
Villain1 moves to villmark1
Works like a charm now.
Sorry I haven't been able to be of more help to you JLAfan, but it looks like you're off to a great start. I'm looking forward to playing this!
Thanks, Benton. It's going to be awhile until this is playable. I keep running into snags. I'm just not as savvy at this as some of you guys are. I'm currently running into a problem with the map. With Tommyboy's help, I managed to get the avengers mansion. What I wanted was the mansion with the grounds surrounding it instead of the mansion in the middle of the city. I edited the mansion in mesheditor and removed the gate and the surrounding wall. I wanted to use the x-mansion map. I was going to remove the x-mansion and replace it with the avengers mansion so it could simulate the grounds but I can't get the x-mansion map to load right. I'm using the one that came with the FFX3_Mappack2. Anyone else have this problem or can suggest a map that looks like a garden?
There is a multiplayer map in the stock game :ffvstr: that may work. It is called mp_manor. You can remove the 'manor' and put in your Avengers Mansion. There was also a level in the main game that was more elaborare (if you want a longer 'garden' part leading up to the house), but I can't recall the name right now. If you are interested let me know and I will search for it.
OK. I have got a working map. I have placed the characters in the map and I have written a rough script for the first cut-scene. I have also sent the dat files to FFedit. How do I test run the cut-scene and set it up for campaign use?
Did you already copy and paste your 'ffx3' folder and then name the copied one something like 'JLAvengers'? That way we only work in that mod folder and don't mess up anything in the base 'ffx3' folder.
Once you've done that, you'll see folders named 'skirmish' and 'stories' under the 'JLAvengers' directory. In order to playtest your mission you should do it in the Rumble Room first (before trying to integrate it into a campaign). In order to make it Rumble-Room-Ready you need to edit two files.
One is in the 'skirmish' folder and one is in the 'stories' folder.
First, the 'stories' folder. Name your mission something in a notepad format (.txt) and make sure it is in this folder. For example: jlavengers.txt
Next, go into the 'skirmish' folder. Copy and past the spygames.py file and rename it to jlavengers.py. We next need to edit it to call the jlavengers.txt file. It will look like this when we've done it:
Spoiler
#####################################################################################
#
# Module: Mini Mod JLAvengers
# Author: m25
#
# Description:
#
#
# Version 3.05
#
#####################################################################################
#Change this to the name of the story file you want to use
minimod_storyfile = 'jlavengers'
#---------------------------------------------------------
import m25minimod
from m25minimod import *
def OnSelectionRequiredCheck():
#change this to 1 to allow the player to select enemies, 0 (zero) to disallow
return 0
def OnNumEnemiesCheck():
#change this number to the number of enemies the player is allowed to select
return 24
def OnGameTypeCheck():
#set this list to the markers required for your mini-mod
#leave it as is for most mods
return ('encounter1','skirmishspawn')
The 'glow' in the above file is for emphasis so you can see what you should edit. Only the second glow truly matters; the first one is by the # symbol which is a remark statement that is there to help you identify the file and doesn't effect the code.
Make sure to 'add a postional marker' to your map and name it 'skirmishspawn' and then add another positional marker and name it 'encounter1'. The mini-mod will not run with EZScript in the Rumble Room otherwise.
P.S. I don't know if you've been using this, but it has helped me a bunch: http://ffx.freedomforceforever.com/manual/ezscript/overview.htm (http://ffx.freedomforceforever.com/manual/ezscript/overview.htm)
EZscript editor is showing the kang_marker and final_marker as red. I have placed all the characters on the map. I created a positional marker and named it kang_marker and placed it where I want on the map. I did the same for final_marker and saved. Why is it showing red? I also tried testing the script below and nothing happens. Kang, starfox and the avengers mansion don't even appear on the map.
Story: justice league of america vs the avengers
Encounter: A visit from Kang
Type: Cutscene
Allies: starfox
Villains: kang
Marker: encounter1
Start Cutscene:
Camera on kang_marker
kang teleports to kang_marker
Play effect microwave_teleportself on kang
Camera on kang zoom 100.0 heading 100.0
kang says, "Here we are. The home of my accursed foes......The Avengers. It is beneath me to ask for their help but ask I must or all of existence will be erased. Including my own. That meddling cretin had to get in the way of my plans forcing me to come here and seek assistance. He will not be so lucky the second time our paths cross."
starfox says, "kang!!!! I don't know what you are doing here but you speak the truth about one thing. Your existence is in trouble."
kang turns to starfox
Cinematic camera on kang to starfox
starfox says, "You made a big mistake in coming here. Looks like this is going to be another scheme the Avengers will have to put an end to."
Cinematic camera on starfox to kang
kang says, "I did not come to fight, Avenger but I would be more than willing to strike you down if I must."
kang plays animation ranged_2
starfox says, "AAAAAHHH!!!!!"
starfox plays animation fall
Cinematic camera on starfox to beast
beast says, "That scream. It sounded like starfox."
Cinematic camera on beast to captain marvel
captain marvel says, "It came from the direction of the garden. We must investigate at once."
beast moves to final_marker
captain marvel flies to final_marker
she-hulk moves to final_marker
hawkeye moves to final_marker
she-hulk says, "You have some nerve coming here, Kang. You must be looking a beating"
hawkeye says, "Oh come on, Shulkie. He's probably lost. Even time-travellers take on a wrong turn sometimes. See what happens when you don't stop for directions, Kang."
kang says, "Impudent fool! You shall pay for your arrogance."
Next: Save Starfox
Encounter: Save Starfox
Type: Save Civilian
Villains: kang
Allies: starfox
Next: If Ally Survives: Kang Fight
Next: If Ally Lost: End
Alert Cutscene:
Yellow arrow on Ally
End Cutscene: beast says "Are you all right, Starfox."
starfox says, "I'm fine. My pride is hurt more than anything else."
You need to go to the configuration panel again and set the map entry to the map file you are using.
Double-check your map first, though, to make sure everything actually saved the way you wanted it. If the building isn't appearing, then something didn't work.
I've pointed the configuration panel to the location of the map and gave it a test run. The game completely bypasses the opening cut-scene and goes straight to the action. Not what I was hoping for. Kang appears on the kang_marker at the start of the game. I wanted him to teleport there in the cut-scene and this seems to be causing two kangs appear. I've back tracked and to the best of my knowledge, I did everything I was told to. What am I doing wrong?
Play effect microwave_teleportself on kang
should be
Play effect microwave_teleportself at kang
The biggest reason a cutscene doesn't play is that there are characters or markers required by the cutscene that don't exist on the map.
So you need to make sure that kang_marker, kang, starfox, beast, captain marvel, final_marker, she-hulk and hawkeye are all there (and spelled correctly).
I've added everything but the kitchen sink. I have added
encounter1_hero1 and have beast on it
encounter1_hero2 and have captain marvel on it
encounter1_hero3 and have hawkeye on it
encounter1_hero4 and have she-hulk on it
encounter1_villain1 and have kang on it
encounter1_ally1 and have starfox on it
encounter1
final_marker
skirmishspawn
I prolly don't need that many markers but I wanted to make sure all the bases were covered. I have a working map that I'm tesing it on. I configured EZscript to point to the map and hero file locations. EZscript doesn't point out any problems other than the characters are red but we have determined that's prolly a bug. I have the jlavengers.txt file under the stories folder in FFX. I edited the spygames.py file in FFX skirmish and named it MiniMod jlavengers.py.
Story: jlavengers
Encounter: A visit from Kang
Type: Cutscene
Allies: starfox
Villains: kang
Marker: encounter1
Start Cutscene:
Camera on kang_marker
Play effect microwave_teleportself at kang
kang teleports to kang_marker
Camera on kang zoom 100.0 heading 100.0
kang says, "Here we are. The home of my accursed foes......The Avengers. It is beneath me to ask for their help but ask I must or all of existence will be erased. Including my own. That meddling cretin had to get in the way of my plans forcing me to come here and seek assistance. He will not be so lucky the second time our paths cross."
starfox says, "kang!!!! I don't know what you are doing here but you speak the truth about one thing. Your existence is in trouble."
kang turns to starfox
Cinematic camera on kang to starfox
starfox says, "You made a big mistake in coming here. Looks like this is going to be another scheme the Avengers will have to put an end to."
Cinematic camera on starfox to kang
kang says, "I did not come to fight, Avenger but I would be more than willing to strike you down if I must."
kang plays animation ranged_2
starfox says, "AAAAAHHH!!!!!"
starfox plays animation fall
Cinematic camera on starfox to beast
beast says, "That scream. It sounded like starfox."
Cinematic camera on beast to captain marvel
captain marvel says, "It came from the direction of the garden. We must investigate at once."
beast moves to final_marker
captain marvel flies to final_marker
she-hulk moves to final_marker
hawkeye moves to final_marker
she-hulk says, "You have some nerve coming here, Kang. You must be looking a beating"
hawkeye says, "Oh come on, Shulkie. He's probably lost. Even time-travellers take on a wrong turn sometimes. See what happens when you don't stop for directions, Kang."
kang says, "Impudent fool! You shall pay for your arrogance."
Next: Save Starfox
Encounter: Save Starfox
Type: Save Civilian
Villains: kang
Allies: starfox
Next: If Ally Survives: Kang Fight
Next: If Ally Lost: End
Alert Cutscene:
Yellow arrow on Ally
End Cutscene: beast says "Are you all right, Starfox."
starfox says, "I'm fine. My pride is more hurt than anything else."
What about kang_marker?
Kang is appearing twice because you are placing him on the map yourself and telling EZ script to spawn him by putting him in the Villains: line.
You should remove the Next: line at the end of the cutscene as well, since you don't need it and it may be causing problems with the cutscene.
Sorry. I also had that marker too. I forgot to add it to the list that I made.
If I have two or more encounters in one mission, do I have to lay down encounter markers for each encounter in the map or is encounter1 good enough?
You can pile as many different encounters on one marker as you like, but it is a good idea to have at least 9 or 10 encounter makers on a map so that EZScript will be happy. If you want something to happen at a specific place, create a specific marker for it, like boss1, or something like that. By the way, I went to test your mission today, and it occured to me that I don't have any Marvel herofiles or skins/meshes set up for FF2...ha, I suppose that is what happens when you focus so much on one project.
Quote from: BentonGrey on April 18, 2009, 08:26:18 PM
You can pile as many different encounters on one marker as you like, but it is a good idea to have at least 9 or 10 encounter makers on a map so that EZScript will be happy. If you want something to happen at a specific place, create a specific marker for it, like boss1, or something like that. By the way, I went to test your mission today, and it occured to me that I don't have any Marvel herofiles or skins/meshes set up for FF2...ha, I suppose that is what happens when you focus so much on one project.
Yes Benton. You are the DC to my Marvel! :P
@JLAFan2001: you can also put specific spawn points for allies and villains in an encounter. this can be useful. for example:
let's say you use marker:encounter1 in your EZScript encounter. also assume you have two villains and two allies declared. then on the map, you could place markers named:
encounter1_villain1
encounter1_villain2
encounter1_ally1
encounter1_ally2
when you play the mission, the first villain declared in EZScript will appear at encounter1_villain1 on your map, and so on for each villain and ally. in this way you can control the exact location of any villain and any ally spawning!
/end EZScript tutorial ^_^
You can get away with only one encounter marker if you only have one encounter going at once. But you are better off having more than one marker.
Is there any way for a character to continuously play an animation during an encounter? I am playing with the idea of having starfox continuously play the hit_and_stunned animation. I wrote that animation into the enounter but I noticed that starfox only plays it once. Anyway to keep playing it in a loop until the encounter ends?
Quote from: JLAfan2001 on April 21, 2009, 05:42:41 PM
Is there any way for a character to continuously play an animation during an encounter? I am playing with the idea of having starfox continuously play the hit_and_stunned animation. I wrote that animation into the enounter but I noticed that starfox only plays it once. Anyway to keep playing it in a loop until the encounter ends?
That is something I struggled with also. I don't think there is a way to do it, but you can 'kill' him and then 'revive' him. I also found that if a character is killed in one encounter, EZScript didn't seem to like the character being revived in a different encounter. From my experience you need to kill and revive within the same encounter.
For example:
starfox is killed
wait for 5 seconds
starfox is revived
You can do anything you like between the 'killed' and 'revived' commands, and starfox will stay down until revived.
The simplest thing to do is just use a custom encounter and add in the "allies rescuable," or whatever it's called, parameter. One of those will cause any allies, like Starfox, to act stunned while being surrounded by an icon that indicates they can be rescued.
Quote from: BentonGrey on April 21, 2009, 09:15:45 PM
The simplest thing to do is just use a custom encounter and add in the "allies rescuable," or whatever it's called, parameter. One of those will cause any allies, like Starfox, to act stunned while being surrounded by an icon that indicates they can be rescued.
I like that! Is there a reference for custom encounters anywhere? Or a nice EZScript mini-mod that gives multiple examples? I don't find much mention of it in the EZScript User's Guide (Link (http://ffx.freedomforceforever.com/manual/ezscript/overview.htm#_Toc147041006))
Quote from: Torch on April 21, 2009, 10:11:33 PM
Quote from: BentonGrey on April 21, 2009, 09:15:45 PM
The simplest thing to do is just use a custom encounter and add in the "allies rescuable," or whatever it's called, parameter. One of those will cause any allies, like Starfox, to act stunned while being surrounded by an icon that indicates they can be rescued.
I like that! Is there a reference for custom encounters anywhere? Or a nice EZScript mini-mod that gives multiple examples? I don't find much mention of it in the EZScript User's Guide (Link (http://ffx.freedomforceforever.com/manual/ezscript/overview.htm#_Toc147041006))
In the frame set its a sub category of the EZScript section, or you can link to it directly here:
http://ffx.freedomforceforever.com/manual/ezscript/customencounters.htm
Quote from: GogglesPizanno on April 21, 2009, 11:36:43 PM
In the frame set its a sub category of the EZScript section, or you can link to it directly here:
http://ffx.freedomforceforever.com/manual/ezscript/customencounters.htm
Thanks GP.
OK. After about a month of testing and re-testing and bugging people, I'm almost done mission one. I can't get the final encounter working. It fades at the end of encounter3 but doesn't fade back in. Once again, I have added encounter4_ally1 to encounter4_ally12 markers on the map. Can anyone see something in the script that I'm missing? Also, vision and submariner don't seem to show up in the encounter when I do get it working temporarily. Any ideas why?
#----------------------------------
Encounter: Avengers Arrive
Type: Chat
Allies: kang, antman, wasp, captain america, hercules, ironman, quicksilver, vision, scarlet witch, submariner, thor, starfox
Marker: encounter4
Alert Cutscene:
kang turns to captain america
antman turns to kang
captain america turns to kang
hercules turns to kang
ironman turns to kang
quicksilver turns to kang
scarlet witch turns to kang
starfox turns to kang
submariner turns to kang
thor turns to kang
vision turns to kang
wasp turns to kang
beast turns to kang
captain marvel turns to kang
hawkeye turns to kang
she hulk turns to kang
Unfade for 3 seconds
Start Cutscene:
kang says, "Good. The rest of the mongrels are here. Let us begin"
End Cutscene:
kang says, "There is one like me who seeks to bend time to his image. He traveled to the dawn of all there is to retrieve the egg of time."
kang says, "I could not allow this to happen so I followed him. All continuity was hatched from that egg. Unfortunately, he sensed my time-ship in the temporal vortex and attacked without warning."
kang says, "I returned the attack and due to the desperate circumstances of the moment, the egg was lost through the time vortex in which we had entered."
kang says, "I managed to track it down in five distinct time periods and I suspect my counterpart has as well. Once all the pieces have been found, I can travel back to the dawn of time and replace the egg before time ceases to exist. It will not be easy."
kang says, "My counterpart is also employing a group of his own to find the pieces. A villainous group who stand to benefit from this no doubt. A group who will let no one stand in their way."
kang says, "As I have said Avengers, your help is needed."
captain america says, "Once again your schemes have endangered us all, Kang."
quicksilver says, "I don't think I like the idea of trusting Kang."
scarlet witch says, "We have no choice. We must ally ourselves with this villain to save the earth."
submariner says, "She does speak the truth."
captain america says, "Fine. Take us to the first time period, Kang."
captain america says, "AVENGERS ASSEMBLE!"
Fade for 5 seconds
Do you already have allies declared in other encounters that carry over to this one? For example, I don't see she hulk, hawkeye, captain marvel, or vision declared. Also, do the two name heroes have a space or a _ between them in the Templates tab of FFEdit? Such as captain america or captain_america?
You can also rem out (#) most of the lines in the Alert Cutscene just to see if you can get it to run. Like this:
Encounter: Avengers Arrive
Type: Chat
Allies: kang, antman, wasp, captain america, hercules, ironman, quicksilver, vision, scarlet witch, submariner, thor, starfox
Marker: encounter4
Alert Cutscene:
#kang turns to captain america
#antman turns to kang
#captain america turns to kang
#hercules turns to kang
#ironman turns to kang
#quicksilver turns to kang
#scarlet witch turns to kang
#starfox turns to kang
#submariner turns to kang
#thor turns to kang
#vision turns to kang
#wasp turns to kang
#beast turns to kang
#captain marvel turns to kang
#hawkeye turns to kang
#she hulk turns to kang
Unfade for 3 seconds
Start Cutscene:
kang says, "Good. The rest of the mongrels are here. Let us begin"
End Cutscene:
kang says, "There is one like me who seeks to bend time to his image. He traveled to the dawn of all there is to retrieve the egg of time."
kang says, "I could not allow this to happen so I followed him. All continuity was hatched from that egg. Unfortunately, he sensed my time-ship in the temporal vortex and attacked without warning."
kang says, "I returned the attack and due to the desperate circumstances of the moment, the egg was lost through the time vortex in which we had entered."
kang says, "I managed to track it down in five distinct time periods and I suspect my counterpart has as well. Once all the pieces have been found, I can travel back to the dawn of time and replace the egg before time ceases to exist. It will not be easy."
kang says, "My counterpart is also employing a group of his own to find the pieces. A villainous group who stand to benefit from this no doubt. A group who will let no one stand in their way."
kang says, "As I have said Avengers, your help is needed."
captain america says, "Once again your schemes have endangered us all, Kang."
quicksilver says, "I don't think I like the idea of trusting Kang."
scarlet witch says, "We have no choice. We must ally ourselves with this villain to save the earth."
submariner says, "She does speak the truth."
captain america says, "Fine. Take us to the first time period, Kang."
captain america says, "AVENGERS ASSEMBLE!"
Fade for 5 seconds
The only ally that I have in the other encounters is starfox but I have him leaving at the end of encounter two and coming back in this one. kang was declared as a villain in the previous encounters. She hulk, hawkeye, captain marvel and beast are the player characters. The two name heroes do have the underscore between names in Templates but I though that EZscript works off the hero files. The hero files matches EZscript.
Quote from: JLAfan2001 on April 24, 2009, 02:34:29 AM
The only ally that I have in the other encounters is starfox but I have him leaving at the end of encounter two and coming back in this one. kang was declared as a villain in the previous encounters. She hulk, hawkeye, captain marvel and beast are the player characters. The two name heroes do have the underscore between names in Templates but I though that EZscript works off the hero files. The hero files matches EZscript.
In my experience EZScript doesn't like the naming of a hero in an encounter unless they've been declared as an ally or villain. M25 may disagree with me, but I haven't been able to get it to work. Therefore, I would say
hero1 turns to kang
hero2 turns to kang
hero3 turns to kang
hero4 turns to kang
I tried to simplify a bit by taking out the hero1, hero2 etc all together and that still didn't do the trick. I can't honestly see what's wrong with this script. Is it possible that EZscript doesn't like that many allies being spawned at once? I also had kang declared a villain in previous encounters with the "named kg1" tag but had "kg1 is destroyed" in encounter2. Is it possible EZscript is not liking that? Please help so I can finish the first mission.
EZ script doesn't work off of the hero files. It works off of the characters that you give it. These characters can be either built-in OR hero files, but there is no preference for one or the other.
If you have turned your hero files into built-in characters and you are using those built-in characters in the mission, then you need to use the names of the heroes as they appear in the templates tab. Use the names with underscores in them, if they exist. Chances are that is the problem.
If a cutscene doesn't start, check your script.log file for an error (starts with Traceback). If you don't see an error, then EZ script couldn't find all of the characters that are required for a cutscene. And you have a lot of required characters for that cutscene.
I know this causes a lot of people grief, and I'm looking at alternative ideas. Cutscenes get skipped like that because you can have multiple cutscenes and EZ script will try to find one that works.
In this case, you can add a very simple alternate cutscene for Alert that simply unfades the camera.
Alert Cutscene:
kang turns to captain america
antman turns to kang
captain america turns to kang
hercules turns to kang
ironman turns to kang
quicksilver turns to kang
scarlet witch turns to kang
starfox turns to kang
submariner turns to kang
thor turns to kang
vision turns to kang
wasp turns to kang
beast turns to kang
captain marvel turns to kang
hawkeye turns to kang
she hulk turns to kang
Unfade for 3 seconds
Alert Cutscene:
Unfade for 3 seconds
Put both in your encounter, and EZ script will choose one, chances are the second one will play because the first one cannot play.
The point of this is to add some randomness and replay-ability to the missions... you won't always know exactly which cutscene will play.
I tried putting in the two alert cutscenes, putiing underscores between names and even split up the encounter in two. Nothing worked. I looked at the script.log but can't make heads or tails of it. Here it is:
ffx3\Missions\Scripts\sk.py importing FFX
ffx3\Missions\Scripts\sk.py loaded
Loading m25pstory.py v.3.2.0 final; May 27, 2008
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
manor post init
Traceback (innermost last):
File "C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py", line 11, in OnPostInitMap
Object_Spawn(ff.targetObject, 'blitz_shield_generator', targetLocation)
RuntimeError: Object_Spawn(): Could not find positional marker - spawn_target_obj
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_MANOR'
initialising FFX: skirmish=0
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
numberStr=58
storing hero_1: id_1,-58
numberStr=59
storing hero_2: id_2,-59
numberStr=60
storing hero_3: id_3,-60
numberStr=61
storing hero_4: id_4,-61
kg1 kang encounter1_villain1
sf1 starfox encounter1_ally1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-45.0, 45.0, 1.0, 0.800000011921, (1.0, 1.0, 1.0))
initAttribsForChar: working on hero_1 (beast)
initAttribsForChar (beast): looking at attribute disciplined
initAttribsForChar (beast): looking at attribute jumper
initAttribsForChar (beast): looking at attribute hirsute
initAttribsForChar: working on hero_2 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute livinglaser
execInitAttrib: init livinglaser attribute
on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute flier
initAttribsForChar (captain marvel): looking at attribute fastflier
execInitAttrib: init fastflier attribute
on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar: working on hero_3 (hawkeye)
initAttribsForChar (hawkeye): looking at attribute crack shot
initAttribsForChar: working on hero_4 (she hulk)
initAttribsForChar (she hulk): looking at attribute jumper
initAttribsForChar (she hulk): looking at attribute solid skeleton
initAttribsForChar (she hulk): looking at attribute heavy lifter
initAttribsForChar (she hulk): looking at attribute temperature control
initAttribsForChar (she hulk): looking at attribute strange visitor
initAttribsForChar: working on kg1 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
on kg1 of template kang (kang)
initAttribsForChar: working on sf1 (starfox)
initAttribsForChar (starfox): looking at attribute flier
initAttribsForChar (starfox): looking at attribute fast healing
initAttribsForChar (starfox): looking at attribute radioactive
initAttribsForChar (starfox): looking at attribute temperature control
initAttribsForChar (starfox): looking at attribute beautiful
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_midboots (kang)
Game load time is 1240874300.33
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_collar69 (starfox)
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\beast_alpha2
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Captain_Marvel_II
Game load time is 1240874300.33
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\fb_amazon_muscular_tall (she-hulk)
Game load time is 1240874300.33
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Hawkeye_v2_Gren
Game load time is 1240874300.33
kg1 kang encounter2_villain1
sf1 starfox encounter2_ally1
addArrow starfoxarrow sf1 1 1
addArrow kangarrow kg1 0 1
addArrow sf1arrow sf1 1 0
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
m25obj_2 mech_man encounter3_minion1
m25obj_4 mech_man encounter3_minion2
m25obj_6 mech_man encounter3_minion3
m25obj_8 mech_man encounter3_minion4
m25obj_10 mech_man encounter3_minion5
m25obj_12 mech_man encounter3_minion6
m25obj_14 mech_man encounter3_minion7
m25obj_16 mech_man encounter3_minion8
m25obj_18 kang encounter3_villain1
Game load time is 1240874300.33
initAttribsForChar: working on m25obj_10 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_4 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_6 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_2 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_8 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_12 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_14 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_16 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_18 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
on m25obj_18 of template kang (kang)
addArrow kangarrow m25obj_18 0 1
speak('m25obj_18','SPEECH_KG_INTEROGATEME_01')
cshelper: Cutscene [cutscene] submitted for playing
cshelper: Now playing cutscene [cutscene]
Step 1 of 2
0
speakInternal
0
Step 2 of 2
cshelper: Cutscene [cutscene] has ended
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
Game load time is 1240874300.33
At first glance, it looks like it's trying to spawn a shield generator, but there's some kind of typo in the location position marker's name.
That error may also imply that the map is missing a (perhaps standard) positional the script thinks should be there...
I'm the least expert here, but I think the note about underscores in character names was that you can avoid trouble by not having spaces in the names when you design the characters in FFEdit or wherever. Don't try putting underscores in character names in a script (EZ or otherwise) when the character doesn't have them.
Have sent the hero files to the DAT files and they are in the templates tab. My understanding with the underscores is if the character is in the templates tab with an underscore eg captain_america then that is the way I should write him in EZscript. I did do that if that's correct. I also changed maps because of that spawn_object and that still didn't work. I think I need to send the script, map, files to someone and have them test it out to see if it works on their computer. New Script.log.
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\danger.py executed
! GetMapInfo
>>> C:\Documents and Settings\Compaq_Owner\Local Settings\Application Data\Irrational Games\Freedom Force vs the 3rd Reich\temp\MiniMod jlavengers mission1.py executed
manor post init
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_MANOR'
initialising FFX: skirmish=0
mapinfocaliper0 is not a valid explosion object
mapinfocaliper1 is not a valid explosion object
mapinfocaliper2 is not a valid explosion object
mapinfocaliper3 is not a valid explosion object
numberStr=58
storing hero_1: id_1,-58
numberStr=59
storing hero_2: id_2,-59
numberStr=60
storing hero_3: id_3,-60
numberStr=61
storing hero_4: id_4,-61
kg1 kang encounter1_villain1
sf1 starfox encounter1_ally1
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (140.0, 60.0, 1.0, 0.800000011921, (0.899999976158, 0.800000011921, 0.699999988079))
initAttribsForChar: working on hero_1 (beast)
initAttribsForChar (beast): looking at attribute disciplined
initAttribsForChar (beast): looking at attribute jumper
initAttribsForChar (beast): looking at attribute hirsute
initAttribsForChar: working on hero_2 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute livinglaser
execInitAttrib: init livinglaser attribute
on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar (captain marvel): looking at attribute flier
initAttribsForChar (captain marvel): looking at attribute fastflier
execInitAttrib: init fastflier attribute
on hero_2 of template custom_template_59 (captain marvel)
initAttribsForChar: working on hero_3 (hawkeye)
initAttribsForChar (hawkeye): looking at attribute crack shot
initAttribsForChar: working on hero_4 (she hulk)
initAttribsForChar (she hulk): looking at attribute jumper
initAttribsForChar (she hulk): looking at attribute solid skeleton
initAttribsForChar (she hulk): looking at attribute heavy lifter
initAttribsForChar (she hulk): looking at attribute temperature control
initAttribsForChar (she hulk): looking at attribute strange visitor
initAttribsForChar: working on kg1 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
on kg1 of template kang (kang)
initAttribsForChar: working on sf1 (starfox)
initAttribsForChar (starfox): looking at attribute flier
initAttribsForChar (starfox): looking at attribute fast healing
initAttribsForChar (starfox): looking at attribute radioactive
initAttribsForChar (starfox): looking at attribute temperature control
initAttribsForChar (starfox): looking at attribute beautiful
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'cutscene_power' has no OnPostInit()
Plugin 'm25enc_opendoor' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_midboots (kang)
Game load time is 1240889928.63
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\male_basic_collar69 (starfox)
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\beast_alpha2
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Captain_Marvel_II
Game load time is 1240889928.63
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\fb_amazon_muscular_tall (she-hulk)
Game load time is 1240889928.63
C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\custom\art\library\characters\Hawkeye_v2_Gren
Game load time is 1240889928.63
kg1 kang encounter2_villain1
sf1 starfox encounter2_ally1
addArrow starfoxarrow sf1 1 1
addArrow kangarrow kg1 0 1
addArrow sf1arrow sf1 1 0
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
m25obj_2 mech_man encounter3_minion1
m25obj_4 mech_man encounter3_minion2
m25obj_6 mech_man encounter3_minion3
m25obj_8 mech_man encounter3_minion4
m25obj_10 mech_man encounter3_minion5
m25obj_12 mech_man encounter3_minion6
m25obj_14 mech_man encounter3_minion7
m25obj_16 mech_man encounter3_minion8
m25obj_18 kang encounter3_villain1
Game load time is 1240889928.63
initAttribsForChar: working on m25obj_8 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_6 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_4 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_2 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_10 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_12 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_14 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_16 (mech_man)
initAttribsForChar (mech_man): looking at attribute cybernetic brain
initAttribsForChar: working on m25obj_18 (kang)
initAttribsForChar (kang): looking at attribute armoured
initAttribsForChar (kang): looking at attribute levitate
initAttribsForChar (kang): looking at attribute solid skeleton
initAttribsForChar (kang): looking at attribute strange visitor
initAttribsForChar (kang): looking at attribute summoner3
execInitAttrib: init summoner3 attribute
on m25obj_18 of template kang (kang)
addArrow kangarrow m25obj_18 0 1
speak('m25obj_18','SPEECH_KG_INTEROGATEME_01')
cshelper: Cutscene [cutscene] submitted for playing
cshelper: Now playing cutscene [cutscene]
Step 1 of 2
0
speakInternal
0
Step 2 of 2
cshelper: Cutscene [cutscene] has ended
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Game load time is 1240889928.63
Can you post or pm me your revised story file?
I may have run into a big problem with the mod and any advice would be appreciated. I asked for help installing the FFX_mappack in another thread because I had trouble getting the maps to show up in FFedit. There are some maps in the mappack that I would like to use in my mod. I got it working in FFedit by pointing the primary and secondary data paths as well as the nif path to the FFX folder instead of FFvTTR. After I did that, I noticed that all the characters I had built into templates weren't there any more because I originally sent them to the FFvTTR data folder. Using Ezhero, I re-sent all the hero files to the FFX folder and they showed up in the templates of FFedit. I was happy because I had all the maps I wanted and the characters were good to go. Then the problem started. The problem is the head.nifs of some of the characters are crashing the mod when they use the talking head animations. I knew this might happen as it is explained in the instructions but all the head.nifs were working fine when the data paths were pointing to FFvTTR instead of FFX. Right now, I have the maps I'm using in the FFX folder but the characters are built in to FFvTTR with the data paths pointing there too. That takes away my map editing choices. Is there anyway to solve this short of having to find heads that work? When I convert the game to a campaign, should the data paths be pointing to FFX and not FFvTTR?
Ideally what you should be doing is making a copy of the FFX folder naming it for whatever your mod is going be (so your mod starts out in its own folder based on FFX content). Then changing the Primary data path to your mod folder, and leaving everything else the default. Then all new content and dat modifying should be done in your mod folder. This keeps your mod self contained. By changing paths like you have you are pointing to things all over the place and chances are good that once you get it working for you, it probably wont work for anyone else.
Anyway, as for your head issue. Normally the game looks for content in the primary data path, if it doesn't find it, it then checks the secondary path (which is normally the regular game path). By changing both the primary and secondary data paths to the same folder, any heads that were being found in the main game directory, now can not be found because the secondary location is exactly the same as the primary.
This part of the mod making process can be tedious (and I think Benton went through some similar stuff early on), but at this point, it might be worth while to create a new starting mod directory and try copying/merging your stuff fresh without changing data paths etc. My fear right now is that you've got things spiderwebbed so much that it may take you more time trying to untangle what was done than to just recreate from scratch (as the EZScript missions are done and all the work really is just moving files around and configuring.)
QuoteThis part of the mod making process can be tedious (and I think Benton went through some similar stuff early on), but at this point, it might be worth while to create a new starting mod directory and try copying/merging your stuff fresh without changing data paths etc. My fear right now is that you've got things spiderwebbed so much that it may take you more time trying to untangle what was done than to just recreate from scratch (as the EZScript missions are done and all the work really is just moving files around and configuring.)
I backed up a copy of FFX before I installed the mappack so I still have the original DAT files and content. I also uninstalled and re-installed FFedit so it should be back to all the defaults. In theory, everything should be back to the way it was....in theory. If make a copy of FFX for my mod folder and do all the installing and merging of DATS there, would I be able to test my mod scripts through FFX without changing data paths? Also, the only way I was able to edit the maps to place markers was to change the data paths otherwise it wasn't working. Can I try changing the primary data path if I copy the FFX folder fresh?
QuoteEZ script doesn't work off of the hero files. It works off of the characters that you give it. These characters can be either built-in OR hero files, but there is no preference for one or the other.
If you have turned your hero files into built-in characters and you are using those built-in characters in the mission, then you need to use the names of the heroes as they appear in the templates tab. Use the names with underscores in them, if they exist. Chances are that is the problem.
I finally got the last cutscene in the first mission working (at least so far). I went back and added the underscore to all two named characters and that seemed to do the trick. However, I ran into something new. I'm using captain marvel as one of the player characters and I placed the underscore in her name like I did the others. I noticed that the cutscenes that she is in did not play. So I went back and removed the underscore and the cutscenes worked fine. I just wanted to make sure whether or not the player characters needed the underscore and if so, what's wrong with the captain marvel cutscenes?
Also, I had a problem with Kang's head.nif playing. I downloaded Renegade's head.nif and placed it in the mesh folder. It worked fine. Now kang won't attack for some reason. He just stands there and does the odd dodge. He was attacking and defending up a storm before. I know it's not the keyframes. I ran the M25AI generator, I sent his hero file to the DAT in my mod, and saved him in the FFX control centre. What could be wrong with him?
If anyone is wondering, I got the mappack and Tommyboy's avengers mansion working thanks to Goggles. At least that's some victories in this.
I'm having a problem with some of the character's head.nifs playing in the dialogue cutscenes. When they talk, their circled head is pink instead of showing the portrait. I have downloaded Renegade's head.nif and placed it in all the character folders. I pointed the animportrait in the resources tab to the location of the head.nif in my mod folder. All the characters have portraits and I generated the language files in FFedit. The heads work in other missions and on other maps (ff_base) but not the current mission that I'm working on (moon map). Why would the head work in one mission but not another? Please help.
Is there an encounter type or some other way to replace a member of your squad with an ally in game? For example I want the ally to appear in the game and have the squad chat with him. After the chat, he will replace one member of the squad while that member being replaced disappears. Then I wanted to play a brief fight encounter with the new member and have another ally appear that will replace a second member of the squad. I know we talked that the heroes can?t spawn a second time after the encounters start but I was hoping this can be done without having to go to the base screen to change characters. I?m trying to create an encounter similar to the end of the JLA/Avengers crossover where characters come and go for every time flux that occurs. Benton suggested a similar set-up below and it seems workable but I wanted some input on it too.
Story: JLAvengers
Required Characters: Hero1, Hero2, Hero3, Hero4
Encounter: Newblood
Type: Alliance
Allies: Ally1
Start Cutscene:
Hero1 is killed
Ally1 moves to Hero1
Ally1 says, "Blah."
At this point Hero1 would leave the squad and Ally1 would replace him.