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JacenHanLovesLegos
Joined: Wed Aug 04, 2010 3:14 pm Posts: 132
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Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
My soldiers are getting shot by unseeable snipers. Weegee, fog of war really makes this hard. You should add it to the mission.
EDIT : Got a sight of some dummys. Pic :
Attachments:
ScreenDump015.bmp [ 900.05 KiB | Viewed 5913 times ]
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Thu Jan 06, 2011 6:26 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
Roast Veg wrote: You could have added code in to activate fog of war in-mission. That would have been fun. You can add Code: SceneMan:MakeAllUnseen(Vector(25, 25), self.PlayerTeam); at the end of StartActivity() function in Tartarus.lua to enable fog of war if you want
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Fri Jan 07, 2011 12:13 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
Or, you could set the fog of war bitmap to a concrete fill first. Then it would look more like the nearest wall of the bunker you are uncovering.
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Fri Jan 07, 2011 5:51 pm |
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thesoupiest
Joined: Thu Dec 16, 2010 11:06 pm Posts: 276
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Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
How does one attach several modules to one faction? Code: self.Modules[self.Factions.STORM] = "GreenStorm.rte", "RedLoki.rte", "Coalition.rte"; is causing problems.
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Sun Jan 09, 2011 12:21 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 29-dec-2010)
thesoupiest wrote: How does one attach several modules to one faction? Code: self.Modules[self.Factions.STORM] = "GreenStorm.rte", "RedLoki.rte", "Coalition.rte"; is causing problems. No you can't do it that way. Attaching multiple modules would require major changes to the original script.
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Sun Jan 09, 2011 2:23 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Updated with new fancy stuff, read OP for details
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Mon Jan 10, 2011 8:16 am |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Wow, that's amazing. I love what you've done with it.
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Mon Jan 10, 2011 8:16 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Multiplayer does not work anymore. Can't select the factions.
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Mon Jan 10, 2011 8:37 pm |
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DreadSniper
Joined: Wed Jan 12, 2011 5:29 am Posts: 8
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Why won't HL2.rte work in the map?! It keeps on bringing me back to the main menu... I need help on this one...
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Wed Jan 12, 2011 5:35 am |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Push the tilde key, and tell us what the console says.
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Wed Jan 12, 2011 6:21 am |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Ain't work. Fresh install, Mac version, using B24 version in B24, get the following errors on successive and separate occasions: Code: Tartarus.rte/Libraries/CF_ConfigLibrary.lua:9: bad argument #1 to 'lines' (.\Tartarus.rte\Factions\Factions.cfg: No such file or directory)
Tartarus.rte/Scenes/Scripts/Tartarus.lua:178: attempt to index field 'brain' (a nil value) I also tried to play just straight gameplay (TartarusGameplay) and found this error: Code: Tartarus.rte/Scenes/Scripts/TartarusGameplay.lua:715: attempt to index field 'LastTroopsSendTime' (a nil value)
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Thu Jan 13, 2011 4:00 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 10-jan-2010)
Looks like it can't save config file with selected factions. On windows it saves it in Tartarus.rte/Factions/Factions.cfg. And it may cause troubles even there if you don't have admin rights. I guess there's something nasty with permissions for this folder in MacOS. Anyway I don't have a Mac to find out what's wrong. If someone could offer some script to findo out if we're working on a Mac and save this file somewhere in user writable place (~/.tartarus_factions.cfg maybe?), I'd add it to this mod. UPD: Natti wrote: Multiplayer does not work anymore. Can't select the factions. Fixed, I guess.
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Thu Jan 13, 2011 8:34 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Mission: [Coalition] Tartarus (Updated: 13-jan-2010)
Okay, so I had these two weird situations with the newest one. The key bindings from the first one I do not know but in the second one player 1 was using keyb and player 2 keyb + mouse. EDIT: In the first picture it was the opposite. P1 kb+m, P2 kb. Attachment:
ScreenDump006.bmp [ 1.37 MiB | Viewed 5691 times ]
Attachment:
ScreenDump007.bmp [ 1.37 MiB | Viewed 5691 times ]
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Thu Jan 13, 2011 10:26 pm |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Mission: [Coalition] Tartarus (Updated: 13-jan-2010)
Ouch, I don't think it can be easily fixed. Anyway you can use UI to select faction and then start TartarusGameplay manually and select players there. Or edit Factions.cfg manually and then start TartarusGameplay. Or just use the good old Tartarus.
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Thu Jan 13, 2011 10:39 pm |
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Natti
Data Realms Elite
Joined: Fri Jul 03, 2009 11:05 am Posts: 3878
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Re: Mission: [Coalition] Tartarus (Updated: 13-jan-2010)
Alrighty, thanks for advice. Will do.
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Thu Jan 13, 2011 10:48 pm |
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