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Bomb encounter doesn't end.

Started by John Jr., March 06, 2010, 02:07:50 AM

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John Jr.

I have a "Disarm Bomb" encounter in my first Mod's first mission. It's very straightforward, Batman clobber some aliens, disarm the bomb and saves the day. BUT, if Batman doesn't disarm the bomb I got an "Objective completed" message and the encounter doesn't end (it was supposed to end, since Bats failed). I added a new "fail" cutscene, but nothing changed. May someone, please,  give me a hand here?

Here's the encounter (version with the "fail cs")
Spoiler
Encounter: endgame
Type: Disarm Bomb
Villains: alien_sergeant, alien_warrior, alien_warrior
Bomb: nazihq_temporal_amplifier
Time: 120
Primary Objective: "stop the bomb" for 100 prestige and 1 xp
Next: If Bomb Disarmed: saved
Next: If Bomb Exploded: fail
marker: bossfight

Alert Cutscene:
red arrow on villain

Start Cutscene:
cinematic camera on alien_sergeant to alien_warrior
alien_sergeant says, "The experience was sucessful. The humans were affected by the pulse, just as expected."
alien_warrior says, "We just need to test the disintegration wave now, sir."
alien_sergeant says, "Set the clock and let's get out. We can't be here when it goes off!" 
camera on wbatman
wbatman says, "Aliens. I don't need to understand what they're talking about to know that I found who's behind this madness."
camera on alien_sergeant
alien_sergeant says, "A human?! How did he find us? Kill him, we can't be discovered!"


Disarm Bomb Cutscene:
camera on wbatman
wbatman says, "The mechanism is alien, but I learned a lot about alien tech in all the years with the League."

Bomb Exploding Cutscene:
wbatman says, "No! I failed!"

Bomb Disarmed Cutscene:
wbatman says, "It's done."

Bomb Exploded Cutscene:
wbatman says, "No! I failed!"

Encounter: fail
Type: Cutscene
next: lose

Start Cutscene:
camera on wbatman
wbatman says, "No! I failed!"

Encounter: saved
Type: Cutscene

Start Cutscene:
camera on wbatman
wbatman says, "Alien invaders is not my area of expertise. I need someone able to talk with them and analyze their equipment. It's time to go to the Watch Tower."
fade

John Jr.

Here's the script.
I believe the error is in the last line, but how I can fix it?
Spoiler
ENCOUNTER: 4 - event callback _customtimerup has value ['EncCustom_DisarmBomb_Explode']
ENCOUNTER: 4 - event callback _customtimerup calling EncCustom_DisarmBomb_Explode
ENCOUNTER: PlayEncCutscene(): 'bombexplodingcs' : 'EncCustom_DisarmBomb_Explode2(4)'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['required', 'wbatman'], ['cutscene', "CS_Speak('wbatman', 'No! I failed!', force=0)"]] : 'EncCustom_DisarmBomb_Explode2(4)' ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Speak('wbatman','No! I failed!', force=0)
CUTSCENE: calling PlayCurrentCutscene 11
CUTSCENE: playing ff.CS_Speak(11,'wbatman','No! I failed!', force=0)
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - ['villains gone']
ENCOUNTER: -- custom check end EncCustom_AlliesFightVillains_CheckEnd(4) - ['no allies']
ENCOUNTER: -- custom check end EncCustom_DisarmBomb_CheckEnd(4) - None
ENCOUNTER: PlayEncCutscene(): 'timerexpiredcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: -- custom check end EncCustom_Timer_CheckEnd(4) - ['timer expired']
ENCOUNTER: PlayEncCutscene(): 'endcs' : "EncCustom_CleanUp(4, ['end', 'villains gone', 'no allies', 'timer expired'])"
ENCOUNTER: PlayCutsceneFromList(): None : "EncCustom_CleanUp(4, ['end', 'villains gone', 'no allies', 'timer expired'])" ... []
ENCOUNTER: Encounter ended 4 with ['end', 'villains gone', 'no allies', 'timer expired']
CUTSCENE: calling cutscene return function.
GROUP: 'm25obj_10' removed from group '4_bomb'
GROUP: '4_bomb' set to []
GROUP: empty '4_bomb' cannot have a leader promoted

BentonGrey

Hmm....JJ, try:

Next: If Bomb Exploded: Lose
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/

John Jr.

I tried this first, Benton. I just made the "fail cs" because the it didn't worked.
This is the script for the "Next: If Bomb Exploded: lose" version:
Spoiler
NCOUNTER: 4 - event callback _customtimerup has value ['EncCustom_DisarmBomb_Explode']
ENCOUNTER: 4 - event callback _customtimerup calling EncCustom_DisarmBomb_Explode
ENCOUNTER: PlayEncCutscene(): 'bombexplodingcs' : 'EncCustom_DisarmBomb_Explode2(4)'
ENCOUNTER: PlayCutsceneFromList(): [['priority', 1], ['required', 'wbatman'], ['cutscene', "CS_Speak('wbatman', 'No! I failed!', force=0)"]] : 'EncCustom_DisarmBomb_Explode2(4)' ... []
CUTSCENE: request to play cutscene.
CUTSCENE:  - CS_Speak('wbatman','No! I failed!', force=0)
CUTSCENE: calling PlayCurrentCutscene 11
CUTSCENE: playing ff.CS_Speak(11,'wbatman','No! I failed!', force=0)
ENCOUNTER: -- custom check end EncCustom_VillainsFight_CheckEnd(4) - ['villains gone']
ENCOUNTER: -- custom check end EncCustom_AlliesFightVillains_CheckEnd(4) - ['no allies']
ENCOUNTER: -- custom check end EncCustom_DisarmBomb_CheckEnd(4) - None
ENCOUNTER: PlayEncCutscene(): 'timerexpiredcs' : None
ENCOUNTER: PlayCutsceneFromList(): None : None ... []
ENCOUNTER: -- custom check end EncCustom_Timer_CheckEnd(4) - ['timer expired']
ENCOUNTER: PlayEncCutscene(): 'endcs' : "EncCustom_CleanUp(4, ['end', 'villains gone', 'no allies', 'timer expired'])"
ENCOUNTER: PlayCutsceneFromList(): None : "EncCustom_CleanUp(4, ['end', 'villains gone', 'no allies', 'timer expired'])" ... []
ENCOUNTER: Encounter ended 4 with ['end', 'villains gone', 'no allies', 'timer expired']
CUTSCENE: calling cutscene return function.
GROUP: 'm25obj_10' removed from group '4_bomb'
GROUP: '4_bomb' set to []
GROUP: empty '4_bomb' cannot have a leader promoted

BentonGrey

That doesn't make any sense.  That SHOULD work.  So, did any of the explosion CSes play?  Also, have you already compiled this with the language dats?  You've got the same lines for two CSes....it's POSSIBLE that might be confusing it.  Try removing the Exploding one or the Exploded one.
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/

John Jr.

Quote from: BentonGrey on March 06, 2010, 02:35:40 AM
That doesn't make any sense.  That SHOULD work.  So, did any of the explosion CSes play?  Also, have you already compiled this with the language dats?  You've got the same lines for two CSes....it's POSSIBLE that might be confusing it.  Try removing the Exploding one or the Exploded one.

Changed the "Exploding CS", no avail.
Already compiled the language files.
I got the "Exploding" CS, but no sign of the "Exploded"...
It's very weird... :banghead:


BentonGrey

Alright....What I'd do is remove the Exploding CS from the mission.txt and from your language file.  Try it that way.  I can only assume this is a CS thing, since the script looks good to me otherwise.  Also, make sure you give it enough time.  Sometimes EZScript can take a moment to figure out what it's doing next, and the game won't actually end until that encounter ends.
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/

John Jr.

Followed your instructions, at letter, buddy. This time I got no cs, but the encounter ended with a "Objective failed" message. So, it worked.
Thanks a lot for the help, Benton.

BentonGrey

No prob, JJ.  So, for some reason the game doesn't like that Exploded encounter.  Go figure. :P
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/