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 Mission: Tartarus 
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Joined: Wed Feb 10, 2010 4:06 am
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Location: Comox, BC, Canada
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Post 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
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Post 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
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Post Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Here ve goh!


Attachments:
File comment: Tartarus.lua
Tartarus.rar [8.44 KiB]
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Tue Jun 01, 2010 4:11 pm
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Post 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
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Post 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
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Post 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
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Post 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
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Post 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
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Post 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
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Post Re: Mission: [Coalition] Tartarus (Updated: 09-jan-2010)
Lol. Yeah.


Wed Jun 23, 2010 10:48 pm
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Post 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
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Post Re: Mission: [B24][Coalition] Tartarus (Updated: 29-dec-2010)
Updated to B24


Wed Dec 29, 2010 10:04 am
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Post 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
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Post 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
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Data Realms Elite
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Post 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
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