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Need some help

Started by laughing paradox, June 14, 2010, 09:43:47 PM

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laughing paradox

I've encountered an issue with FFX3M and I'm not sure how to go about fixing it.

When I put characters in the Watch Mode, they don't act the way they normally should. I place the '----------' character to divide the opponents, but what occurs is different. Most of the characters will simply stay in place, while those that can fly just fly in place, then land back down. Sometimes the first character chosen will attack their teammates and ignore the villain. Mostly, though, it's a whole lot of nothing. When I put it in Watch Mode with only two opponents.... like Thor vs Dark Phoenix..  that seems to work without a hitch. However, when I put in Dark Phoenix vs Thor and Thunderstrike, the problem occurs where they don't move or attack.

I could add my FF.log, but it's huge and I'm not sure what section of it is integral to this problem specifically, if at all.

Anyone have any ideas?

Xenolith

You aren't using built-in characters, are you?

laughing paradox

Nope, all custom characters.

TrajkLogik

In your script.log, search for the word "error". If you find it, post the several lines before and after the error line.

laughing paradox

Thank you for your help. I really appreciate it.

The mod folder is called ffx3M. In the first code section, I cut out the majority of the Error RPGA! lines here, but it lists all of the attributes in a standard FFX3 mod and was far too long for a single post.

Spoiler
00:00:07.34: FF: Character: mm_neutral, power minute Patriot Counter does not exist
00:00:07.34: FF: Character: soldier, power Burst does not exist
00:00:07.34: FF: Character: alchemiss_neutral, power Arcane Bolt does not exist
00:00:07.34: FF: Character: man_bot_neutral, power manbot Jet Charge does not exist
00:00:07.34: FF: Character: man_bot_neutral, power manbot Remote Energy Field does not exist
00:00:07.35: FF: ERROR! RPGA attribute bulktp is not mapped to a bitset enum!
00:00:07.35: FF: ERROR! RPGA attribute overheated is not mapped to a bitset enum!
00:00:07.35: FF: ERROR! RPGA attribute metashieldp is not mapped to a bitset enum!
00:00:07.35: FF: ERROR! RPGA attribute superleaper is not mapped to a bitset enum!
------
------
00:00:07.47: FF: ERROR! RPGA attribute invflier15 is not mapped to a bitset enum!
00:00:07.47: FF: ERROR! RPGA attribute ffqaimisandre is not mapped to a bitset enum!
00:00:10.34: FF: CInterpreter::init() completed
00:00:10.34: FF: Py_GetPath(.\System;.\System\PythonLib;.\Data\Missions\Scripts;C:\Users\Defenestrate\AppData\Local\Irrational Games\Freedom Force vs the 3rd Reich\temp;C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\.\ffx3M\missions\scripts;)
00:00:10.34: FF: Py_GetProgramFullPath(C:\Program Files\Irrational Games\Freedom Force vs The 3rd Reich\ffvt3r.exe)


00:06:16.00: FF: activation: Creating object custom_vil_0_1 library\characters\x-treme_sage\character.nif
[color=red]00:06:16.00: FF: ERROR: CRpgSystem::patchRPGABitSet, custom_vil_0 has unknown attribute telepathy
00:06:16.01: FF: ERROR: CRpgSystem::patchRPGABitSet, custom_vil_0 has unknown attribute battlecomputer[/color]
00:06:16.02: FF: activation: Activating object custom_vil_0_1
00:06:16.48: FF: loadPowers() called
00:06:16.49: FF: activation: >>>>>>>>>add id 95486408, index 456, stamp 1457
00:06:16.50: FF: activation: Creating object custom_vil_1_2 library\characters\Dagger_AA\character.nif
00:06:16.50: FF: ERROR: CRpgSystem::patchRPGABitSet, custom_vil_1 has unknown attribute lightcontrol
00:06:16.50: FF: ERROR: CRpgSystem::patchRPGABitSet, custom_vil_1 has unknown attribute acrobatic
00:06:16.50: FF: activation: Activating object custom_vil_1_2
00:06:16.79: FF: loadPowers() called
00:06:16.80: FF: activation: >>>>>>>>>add id 95551945, index 457, stamp 1458
00:06:16.81: FF: activation: Creating object hero_0 custom_characters\ffx_tiggot\character.nif
00:06:16.81: FF: activation: Activating object hero_0
00:06:16.82: FF: CPathNodeList::preprocess: 0 nodes


00:19:32.98: FF: animator:(custom_vil_1_2) startSequenceSwap
00:19:32.98: FF: animator:(custom_vil_1_2) BlendActivate land_from_jump -> melee_idle
00:19:32.98: FF: animator:(custom_vil_1_2) end startSequenceSwap 0.500000
00:19:33.01: FF: animator:(custom_vil_1_2) setSequence melee_idle
00:19:33.01: FF: animator:(custom_vil_1_2) Ignoring sequence request, already animating looping melee_idle
00:19:33.10: FF: activation: Activating object mobjdummy_1
00:19:33.10: FF: ERROR: CEffectHandler::removeEffect, Unable to find effect 0 on object mobjdummy_1
00:19:33.11: FF: activation: De-Activating object mobjdummy_1
00:19:33.11: FF: activation: CGameObj::removeFromSystem(mobjdummy_1, [3661:657])
00:19:33.11: FF: activation: CGameObjFactory::removeObjectFromSystem: queing for removal mobjdummy_1
00:19:33.12: FF: activation: CGameObjFactory::removeObject: removing mobjdummy_1
00:19:33.12: FF: activation: invalidate id 239927953, index 657, stamp 3661
00:19:33.25: FF: activation: CGameObjFactory::update deleting object (mobjdummy_1)
00:19:33.25: FF: activation: >>>>>>>>>remove id 239927953, index 657, stamp 3661


Now that I test the game out more, I notice that the problem seems to lie in Watch Mode, Team Mode and those variants. I played a game in simple Rumble Battle Mode and all the FFX additions were turned off. I may just reinstall FFX3.

stumpy

Post your script.log (not ff.log). It is far shorter and more useful for diagnosing issues with FFX.
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg

laughing paradox

I feel like a dolt!  :doh:

Sorry about that.. I checked the script log and no errors at all came up, which led me just to do a fresh install, so it's working fine now. Thank you for help.

I am curious about all the errors in the beginning of the ff.log though that I posted, where all the attributes are not mapped to a bitset enum. What does that mean in layman's terms?

stumpy

The game logs those bitset errors when it sees an non-internal attribute in the FFEdit attributes list, but they are harmless. Basically all the attributes we add to the game so that they can be implemented via scripting (including combos) will show up as errors when the game reads them and doesn't see any code for them inside the engine.

BTW, another error occurs when a character object is created in the game with one of the unknown attributes. That "so_and_so has unknown attribute such_and_such" error is also harmless to gameplay. At one time, FFX looked through ff.log for those errors and they were used to used to initiate the scripted attributes for a character, though now we use a different method.

Glad you got it working. :)
Courage is knowing it might hurt, and doing it anyway. Stupidity is the same. And that's why life is hard. - Jeremy Goldberg