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thobson

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Everything posted by thobson

  1. thobson

    Reporting Bugs

    Balschoiw: I do remain interested in how it was your test failed to show these bugs.  It maybe you have an addon, or somesuch that fixes these problems and I would appreciate knowing what that might be. Another deeply frustating problem I had was cause by: deleteVehcile Unitname doing some very strange things if Unitname is inside a vehicle. I also now have some Transport Unload/GetOut  GetIn/Load etc waypoints that fail the 7th time they are actioned.  As this is 3 1/2 hours into the mission it is a bit of a pain to test. freda: ? ? ?
  2. thobson

    Reporting Bugs

    v1.96. Â No addons except for the editor upgrade. The first one is easy to test. Â Put an empty Abrams or other tank of your choice and an empty ammo truck on the map. Â Remove the mags from the tank either using removeMagazines - or get in the tank and fire off all 35 shells of a particular type. Â That is: empty the tank of HEATs and or Sabots. Â Then try and re arm at the ammo truck. Â If you clear Sabots first then that is it you get no more sabots. Â If you then clear HEATs then prvovided you do not go to machine gun then you may get some HEATs from the ammo truck. Â But if you have gone to the machine gun then you don't get any HEATs either. The scond one caused me a serious sense of humour failure. Â I have a cutscene about an hour into my mission that would work fine in testing but just would not work in the mission. Â Eventually the test I did was to put a Game Logic at one of the building position and then craete a radio hint that reported on the location of the GL , Â the location of the buildingPos and the location of the building. Â After an 11 hour soak nothing had moved. Â But as soon as I left the mission and came back in the buildingPos had moved to the ground floor and was almost 10 meters away laterally. The GL and the building were still reporting the same location. Â This is a standard building on Malden. Â The user action to climb the ladder in these houses appears to suffer a similar fate. The third one is hard to test. Â But I can give you some screen shots that my beta tester have given me. How are you testing?
  3. thobson

    Reporting Bugs

    Yes I do. If they could find them there wouldn't be any and how would they find them if people don't tell them about what they find? But that aside - even if BIS are aware - what about all the other mission makers who will fall foul of them if they are not recorded somewhere?
  4. Can an Object be displaced from where it appears? I hope someone can help me avoid a very serious sense of humour breakdown. How to describe this? I have a cut scene in the attic of one of the three storey buildings that come as standard on Malden. Originally I had it so the cut scene started when the player got to the top of the ladder.  It worked perfectly in the mission editor but in the pbo file the action to climb the ladder was missing.  This was the subject of a different thread called Lost Actions.  From that thread you will see that even with the same pbo file one person did get the action to climb the ladder but all the others did not.  Same file!! It seems there is no solution to this random bug so I set about solving the problem in a way that doesn’t involve climbing the ladder, just getting to the bottom of it.  Near the bottom of the ladder is BuildingPos 3 so as soon as the player enters the building I create a Game Logic and move it to BuildingPos 3 and then when the player gets close to the Game Logic the cut scene starts by transporting the player to one of the BuildingPos on the top floor.  This also works perfectly in the mission editor.  So I created a pbo file and played the mission to this point (nearly 1 hour) and guess what?  Not only is there no action to climb the ladder but the cutscene does not start!!  Back to the mission editor – still works.  Create a new pbo file but this time teleport the player nearby to save the hour it takes to get there – and it works!! Clearly something so unpredictable is totally unacceptable. One possible explanation is that somehow the building is over time displaced from where it is visually represented so the ladder and the BuildingPos with its Game Logic are a few feet outside the building.  I am clutching at straws to get any explanation.  Anyway whatever the reason – does anyone have any experience of this sort of behaviour and have an explanation? I do notice that objects I have placed on the map can move vertically by several feet over time. especially if the terrain detail is not set to normal – could it be that objects that are already on the island move laterally as well?
  5. thobson

    Objects move?

    I have found the problem. Saving and restoring the mission moves the location of buildingPos a looong way from where they were before the save.
  6. thobson

    Objects move?

    I take it back. Â buildingPos do not move relative to buildings over time. Â I just put a Game Logic at a buildingPos and used a radio hint to get the location of the GL, the buildingPos and the building. Â 11 hours later they were in exactly the same place. Â The action to climb the ladder was still there and my cutscene started so something else is going on. Â I will now dream up a differnet test to find the problem.
  7. thobson

    Objects move?

    Thanks. Already in hand. Couldn't do it last night but will over the next few days. This is a mission that I have soak tested from Sunday to Friday several times just to make sure my code works in the long run. It is a bit disappointing to find that the BIS code starts falling apart after less than an hour. If that is indeed what is happening - though I can think of no other explanation at the moment.
  8. thobson

    Objects move?

    I did save a few times (about 3 or 4 I think) but didn't do a restore. I have set up the radio trigger to record some locations and will just leave it to soak for a while. The mental image I now have is that buildings have an invisible structure - the location of BuildingPos; the locations of actions to climb ladders etc. etc. and a visible structure and that over time these move apart. It would fully expalin all the symptoms seen so far. I mentioned one person who was able to get the climb ladder action. Well later on in the mission he couldn't. I will report back.
  9. There are some houses on Malden that have three floors. Â To access the top floor it is necessary to climb a ladder from the floor below. Â As you approach the ladder you get an action to Climb ladder up. Â Except now I don't. What circumstances could result in the player approaching the ladder and get no action to climb the ladder? Â It does not seem to be related to damage to the building. Â Even a setDammage 0.99 does not remove the action in the mission editor. Â Could the fact that I have added and removed player actions before getting to this point be doing this? Or could it be that the player only gets this action in the mission editor not in the pbo version of a mission? Â Both are longshots - or maybe it is just a random 'feature' The problem I have is that I have cutscene that only activates once the player gets to the top floor, but now he can't get up the ladder.
  10. thobson

    Lost Actions

    This is a standard house that comes pre-placed on a standard Malden map. Incidentally using exactly the same pbo file one beta tester has found the the action to climb the ladder exists and works. All other beta testers find that there is no action to climb the ladder. I fall into the latter group. I can't climb the ladder in the pbo file, but I can in the mission editor. I have no add-ons installed except for the Editor Upgrade.
  11. thobson

    Mission Editing Competition

    So will the prizes be issued sometime soon - I am about to buy clothes for my summer holiday and was wondering if I need to include another T shirt
  12. thobson

    Lost Actions

    Interesting. There are cutscenes earlier that involve setPosing the player - in one case out of a vehicle. These scenes happen in the full mission, but when testing this scene I go straight to it, missing out the earlier scenes. So if you are right this would explain all the facts I am currently aware of. Could this also be the reason that mines have lost their - disable action? Thinking now of all the built in actions that I need - re-arm at ammo truck comes to mind. I suppose I had better check them all. Thanks.
  13. thobson

    Lost Actions

    What I planned to do is have the cutscene start as the player gets to the bottom of the ladder. Â I will now look at putting in my own ladder. Â But what concerns me is some feature standard that apparently at random just stops working and wondered if I had stumbled on a know issue with a work around. If I put in my own ladder and OFP later decides that its own ladder will work I guess I might then have two climb options for the player.
  14. thobson

    Lost Actions

    I can climb that ladder in the mission editor for this mission but not in the pbo version. Â I can clmb the same ladder in a pbo version of a dummy mission. I have tested the cutscene mutliple times in the editor - but now I come to play the whole thing for real there is no action to clmb the ladder. I know operator error (ie me) is the most common cause of problems - but in this case it looks more like an OFP bug.
  15. thobson

    Lost Actions

    Sorry I should have said. I don't do add-ons I only have General Barron's Editor Update. I thought this did not add anything so much as make available things that are already there. Other than that it is plain vanilla OFP 1985/Red Hammer/Resistance upgraded to v1.96. The Editor Update is essential to the mission I am making.
  16. thobson

    Ofpec.com Problem

    I'll keep trying to get in.
  17. thobson

    Ofpec.com Problem

    I am getting the same. I wonder if some jokers have done a DNS attack
  18. thobson

    Hunting the big savegame bug progress

    In case anyone is interested I have solved the problem. Thanks to General Barron and HateR_Kint I was pointed in the right direction. It seems that the OFP has a bug (I cannot bring myself to call something that kills the program a ‘feature’) that prevents it from resuming from a save. It appears that this bug is triggered when resuming a save game that has a lot of active variables. From the little experimentation I have done it appears that the following are relevant: the number of global variables; the number of local variables in scripts that are running at the time of the save; the number of units/objects (I do not know if a unit/object with a name has the same effect as one without a name). Things I have done that stopped my mission hitting this OFP bug: The mission is a big one so to minimise CPU consuming triggers I put a lot of stuff on slow looping scripts (~5 mins; ~15 mins and ~45 mins). I was also very modular about it so each script might have had several instances. All the scripts were running from the start of the mission. So basically I had all these scripts with all their local variables sitting around doing nothing for minutes at a time and then they would run for a few milliseconds and go back to waiting. Each script now runs and then exits, and I have a single ‘housekeeping’ script that calls these scripts at appropriate intervals. So at most any savegame will now only have the local variables for one script. I also redid my custom made mines so that the cases are created when the mine is laid. This was on my list of things to do anyway just to tidy it up. Interestingly I was getting an error on Item25\data.value. I removed 30 named objects from the mission and the bug went away. I did not have the energy to put back 5 or 6 to see if the error was then on Item1 or 2.
  19. thobson

    Hunting the big savegame bug progress

    Thanks. I suspected as much.
  20. thobson

    Hunting the big savegame bug progress

    I will look, but I don't know that this will help me (I am not running ECP) unless that is I can find out how it is fixed and do the same with my mission.
  21. thobson

    Hunting the big savegame bug progress

    OK so it has been 9 months since the last post. I hit this problem yesterday with a mission I am building, I went looking for an answer and was pointed here. Â Glad to see it is a known issue and not just me. Â Sorry to see it seems not be being dealt with yet. Â I have been using the workaround mentioned above about copying (or changing the names of) the save files, then Alt-Tab ing out of the mission to change them back. But it is a real pain. From bn880's post at the start of this thread it seems possible to edit something (mission.sqs?) to make the problem go away. Â Am I right in thinking this? If so are there any rules for how it should be edited or is it just trial and error?
  22. thobson

    Cannot Resume a mission

    Excellent. Thank you. I did a search using the whole and parts of the error message with no luck. I didn't think of searching on data.value
  23. thobson

    Cannot Resume a mission

    I am writing quite a large mission. Â When I leave the game and then come back in I get the error message: Â Cannot load (pathname)..continue.fps. Â Error 'No entry' at '/GameState/Variables/Item25/data.value' and Operation Flashpoint crashes to Windows. Â The Save and Autosaves work fine, just so long as I have not come out of Flashpoint, but if I exit the game, when I come back in I cannot Resume the mission. I get the error message and it crashes. Â But: If I rename the save, autosave and continue files before going into the mission, once I am in again I press escape, ALT TAB, put the filename back to what they were, and it will all then work. This is a real problem. Â Does anybody know what I can do to fix this?
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