Author |
Message |
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
I'm getting an error in mine, and I don't think it's normal.
The console says: ERROR: Tartarus.rte/scenes/scripts/tartarus.lua:891: attempt to index field 'lastTroopsSendTime' (a nil value)
I found said line, but I don't know how to fix this.
BTW it's off of a fresh download, but i'm trying to add Ultramarines into the mayhem.
EDIT: WTF, I didn't change anything and got a new error.
ERROR: Tartarus.rte/Scenes/Scripts/Tartarus.lua:35: table index is nil
Help please?
EDIT2: Okay, I get it. When I try to start the scene a second time, it prints the first error. The first time, it prints the second error. Confusing, isn't it?
|
Tue Jun 01, 2010 12:49 am |
|
|
Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
If you give me your file, I'll check it for errors. (the Tartarus.lua file, that is)
|
Tue Jun 01, 2010 9:33 am |
|
|
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Here ve goh!
Attachments:
File comment: Tartarus.lua
Tartarus.rar [8.44 KiB]
Downloaded 249 times
|
Tue Jun 01, 2010 4:11 pm |
|
|
Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Found your problem. You forgot to put " = 9" after ULTRA in the list of factions at the top. (feel free to just copy/paste everything inside the quotes there; that'll be precisely what you need to insert after ULTRA)
|
Tue Jun 01, 2010 9:04 pm |
|
|
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
And It was having problems because it was trying to reference the ID for my faction which hadn't been defined?
Or was there another explanation?
Thanks anyways.
EDIT: Okay, 'Nother question. If the actor we specify has a weapon in his inventory in the .ini (IE: comes with gun), do I need to add that gun to the list? If all of the dudes come with pistols, do I need to tell them to get pistols in tartarus?
|
Tue Jun 01, 2010 11:17 pm |
|
|
Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
If they are coded to include guns by default, then no, you won't need to add that gun into the script for the scene. That's actually how I managed to get the scene to work with actors dual-wielding weapons. Of course, it means I have to create special actors for Tartarus in each mod that has weapons worth dual-wielding, but hey, it looks damn cool.
|
Wed Jun 02, 2010 12:35 am |
|
|
alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
I see. I'm having fun going Imperial Guard vs. Ultramarines, Mainly because the Ultramarines are so hacked and the Imperial guard have shitty guns. I added a couple of bucks to the start money and bought a particle accelerator.
|
Wed Jun 02, 2010 2:51 am |
|
|
Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Hella score. I've added Emperor's Fists, Ultramarines, Space Wolves, Blood Angels, and Black Templars.
Unfortunately, Tartarus isn't really built to accommodate the likes of AAL (which I've been enjoying a lot lately) so I edited the level a bit to allow slightly taller actors to pass. No MPAMs, but the Marines can walk through easily enough. Just need to be careful not to break the flow of the level.
|
Wed Jun 02, 2010 6:26 am |
|
|
milkyboon
Joined: Wed Jun 23, 2010 5:02 pm Posts: 1
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Guys. New here. Tried the epic tartarus. So this is what I did. Destroy all the generators. Never get over to the Behemoth side. Fought the dummies until I had almost 500v600 kills. The bridge somehow got destroyed and none of my coalition forces got through. They simply flew but sinked because of the grenade launcher and uber cannon.(they are too damn heavy!!)
So I decided to add a concrete gun mod. Why? of all cheats, why concrete gun? I found out you could fly above the map. fly to the top of the map. You dont die and can just walk over the ceiling. Then I went to the dummies exit tunnel fill up the holes then the dummies just drop to their deaths. its like "craakkk" sound everytime. Haha,that was funny. So no more dummies in my way. Then somehow, I could fly OVER the exit tunnel, with careful flying not to get sucked inside. So meaning I could skip the whole process of fighting the dummies for three full hours to get to the behemoth.
So the next round, I took one uber cannon sneak up on the ceiling, aim at the behemoth's head and yeah. thats all.
Is that consider cheating???
|
Wed Jun 23, 2010 5:58 pm |
|
|
Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Lol. Yeah.
|
Wed Jun 23, 2010 10:48 pm |
|
|
Draxonicar
Joined: Tue Jun 22, 2010 7:42 pm Posts: 63
|
Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Rawr, this is quite annoying when the stupid AI tries to fight, and then they end up blowing a huge hole in the ground, falling in said hole, then dying, rinse repeat.
Try and fix it with a concrete sprayer? Yeah...they just get stuck on that too.
After trying to rambo across to the big room, I just dropped an MPAM in the big room and sliced up the behemoth with the energy blade..
Was satisfying, until I looked back and saw trhe coalition HURTING OUR OWN BRAIN /facepalm.
Killed the dummy controller just in time to prevent a loss due to AI.
PS: Nail Cannons-MAKE IT STOP /cry
|
Sat Jun 26, 2010 8:15 pm |
|
|
weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
|
Re: Mission: [B24][Coalition] Tartarus (Updated: 29-dec-2010)
Updated to B24
|
Wed Dec 29, 2010 10:04 am |
|
|
TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
|
Re: Mission: [B24][Coalition] Tartarus (Updated: 29-dec-2010)
Tartarus kicks ass, and is probably my favorite Weegee mission next to Swarm. You sir, have made my day.
|
Wed Dec 29, 2010 8:56 pm |
|
|
JacenHanLovesLegos
Joined: Wed Aug 04, 2010 3:14 pm Posts: 132
|
Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
I just started Tartarus in the prospecting mission drop down, and now I'm about to fight dummys in the dark, so to speak. I didn't think there would be any dummys, so I opened up the base, and got shot by the dummy sniper.
|
Thu Jan 06, 2011 6:22 pm |
|
|
Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
|
Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
You could have added code in to activate fog of war in-mission. That would have been fun.
|
Thu Jan 06, 2011 6:24 pm |
|
|
|
Who is online |
Users browsing this forum: No registered users |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum
|
|