monsoontide Posted October 9, 2002 Share Posted October 9, 2002 Hmmm... yeah, did that too... I can get saga mode in the menu fine, and I guess I'm in saga mode when I'm playing (Loading both my map and the test map givethe gametype N/A note on the loading screen) but none of the truggers I have targeted at objectives do anything!!! I have several trigger_multiples (with a wait of -1 so they can only be used once, Use Btton flag and Red/Blue Team only flag - depending on team) targeted at a saga_objective object with appropriate side (1 red or 2 blue) and various names eg. Key:Objective, Value: Radar However pressing the nearby trigger does nothing. Heres my current code - is there something wrong here or is it a Radiant problem I wonder? //saga info file Rebel { RequiredObjectives 3 attackers 1 wonround "The Rebels have escaped with the contraband." lostround "The Imperials have detroyed the Outrider." roundover_sound_wewon "/music/yavin_courtyard/yavtemp2_atr03.mp3" roundover_sound_welost "/sound/effects/explode10.wav" Objective1 { final 0 target generator message_rebel "You have deactivated the force field!" message_imperial "The Rebels have deactivated the generator!" } Objective2 { final 0 target hyperdrive trigger give message_rebel "You have the new Hyperdrive!" message_imperial "The Rebels have repaired their Hyperdrive!" } Objective3 { final 1 target ysalimariblue message_rebel "You have retrieved the Ysalamiri" message_imperial "The Rebels have stolen the Ysalamiri" } } //imperial here Imperial { RequiredObjectives 3 attackers 0 wonround "The Imperials have detroyed the Outrider!" lostround "The Rebels have escaped with the contraband." roundover_sound_wewon "/music/yavin_courtyard/yavtemp2_atr03.mp3" roundover_sound_welost "/sound/effects/explode10.wav" Objective1 { final 0 target radar message_imperial "You have successfully activated the tactor beam!" message_rebel "The Imperials have activated the tractor beam!" } Objective2 { final 0 target ysalimarired message_imperial "You have the Ysalamiri" message_rebel "The Imperials have siezed the ysalimari." } Objective3 { final 1 target outrider message_imperial "You have destroyed the Outrider's hyperdrive!" message_rebel "The Imperials have destroyed the Outrider's hyperdrive!" } } Thanks for everyones help so far... just need to get over this last hurdle!!! Monsoontide P.S. when I try to open the saga test map in JK2 Rad I get this error Parse Entity: { not found GetLastError() = 0 - 0 An Unreoverable error has occured. Link to comment Share on other sites More sharing options...
razorace Posted October 9, 2002 Share Posted October 9, 2002 Are you sure you have the triggers set up correctly? Is the .saga file in the correct format and filename? Link to comment Share on other sites More sharing options...
monsoontide Posted October 14, 2002 Share Posted October 14, 2002 Ladies & Gentlemen, Success!!!! After a bit of thinking and a bit of tinkering with both the code and the trigger/saga_objective I now have a 'fully' working SAGA map - Both teams have four objectives each and it plays a sound for each team when the objectives are complete plus sound when all objectives complete! The objectives in this map are very simple as it was too late to redesign the map to make the objectives more 'clever' or interesting. Thankyou to all who worked on this thread! There is only one remaining problem though and that is one of keeping scores between matches. Currently both teams end up with a 0 / 0 score. Map will be available for final testing for the first few people to drop me a line over in the Beta Testing forum. Monsoontide :-) Link to comment Share on other sites More sharing options...
razorace Posted October 14, 2002 Share Posted October 14, 2002 Well, that's normal. When's the last time a FPS kept score between maps? Link to comment Share on other sites More sharing options...
monsoontide Posted October 14, 2002 Share Posted October 14, 2002 It just seems wierd running through the game the whole time with the little team score display at the top saying 0/0 the whole time! Is there perhaps a way to change it so it show how many objectives remain or alternatively how may have been completed? I guess not most likely. Monsoontide Link to comment Share on other sites More sharing options...
razorace Posted October 14, 2002 Share Posted October 14, 2002 You mean the scoreboard doesn't work correctly? So it doesn't display the increase in score when you complete an objective? Link to comment Share on other sites More sharing options...
monsoontide Posted October 14, 2002 Share Posted October 14, 2002 Well, at the bottom of the screen is a score that goes up by three points every time you complete an objective, BUT at the top of the screen just under the player portrait is another team score that says RED:0 BLUE:0 and doesn't change, so while an individual player gets points for activating objectives, there is no team score. Monsoontide Link to comment Share on other sites More sharing options...
Tchouky Posted October 14, 2002 Share Posted October 14, 2002 i fixed that but it was a pain in the ***.... Link to comment Share on other sites More sharing options...
monsoontide Posted October 14, 2002 Share Posted October 14, 2002 Tchouky, do you have the updated code for that, or are you holding onto it for now? (i.e. how do I fix the problem?) Thanks Monsoontide Link to comment Share on other sites More sharing options...
Tchouky Posted October 14, 2002 Share Posted October 14, 2002 well i didn't post it yet cause there are a lot of changes... i ll do it probably in a few days... Link to comment Share on other sites More sharing options...
razorace Posted October 14, 2002 Share Posted October 14, 2002 ok, noted. I'll mention this problem in the standardization thread, here. This needs to be addressed in the standard. Link to comment Share on other sites More sharing options...
monsoontide Posted October 14, 2002 Share Posted October 14, 2002 Excellent! I hope these changes will be availble soon. My map is in Final testing phase and has a release date of Nov 1st. (See Beta Testing Forum) Monsoontide Link to comment Share on other sites More sharing options...
Haseco Posted October 21, 2002 Share Posted October 21, 2002 hmm...theoretically since all the game modes follow a consecutive pattern, shouldn't there be a mode in the 4 spot... example...free for all 0...saga 7.... Link to comment Share on other sites More sharing options...
monsoontide Posted October 21, 2002 Share Posted October 21, 2002 There is... See earlier in the thread - but it's a non mode really (Just makes the BOTs tougher I believe) Link to comment Share on other sites More sharing options...
Eldritch Posted October 21, 2002 Share Posted October 21, 2002 monsoontide, I've discovered a problem you guys may or may not be aware of... After i've updated my ui/jk2mp/gameinfo.txt file to include Saga mode, I can't host a game without giving others an error message that prevents them from playing... I think the error message is something like "missing ui/menus.txt"... I checked all the .pk3s, the file is there, but the error message goes away when I restore the default gameinfo.txt file. Likewise if i have the Saga-enabled version of gameinfo.txt in the .pk3 I cannot join any games or servers that don't have it. This has been a major pain in the butt for me... anyone have a solution? Link to comment Share on other sites More sharing options...
razorace Posted October 21, 2002 Share Posted October 21, 2002 Yeah, that was mentioned previously. It's called "Single Player". It's a left over gametype from Q3. All it does is increase AI agression, we think. Link to comment Share on other sites More sharing options...
Eldritch Posted October 21, 2002 Share Posted October 21, 2002 Yeah, but how do I fix it so I don't have to change my assets1.pk3 file EVERY time I want to switch between Saga and playing with people that don't have it? Like I said, it won't let me play with those that don't have it unless the original version of assets1.pk3 is restored... Link to comment Share on other sites More sharing options...
monsoontide Posted October 21, 2002 Share Posted October 21, 2002 I've been getting that error too, but it doesn't go away for me if I cahnge the file back to the default (At least I don't think so - but I'll try again) I couldn't connect to a server that WAS using it either! This problem needs an URGENT solution! Monsoontide Link to comment Share on other sites More sharing options...
razorace Posted October 21, 2002 Share Posted October 21, 2002 That's why we need a standard Mod that fixes these problems. The system just isn't set up for you to change stuff in the .pk3 files. Link to comment Share on other sites More sharing options...
monsoontide Posted October 21, 2002 Share Posted October 21, 2002 The problem I think lies in the fact that the ui/jk2mp/gameinfo.txt have to be IDENTICAL! If you've made adjustments to it yourself it probably won't work anymore and you'll have to replace it will the default one from the CD. Any thoughts on this idea? razorace - We're working with what we've got until the standardized mod comes out! :-) I hope this map will showcase what is possible for those who are interested! There are so many possibilities for this gametype! I'm just scratching the surface! Monsoontide Link to comment Share on other sites More sharing options...
razorace Posted October 21, 2002 Share Posted October 21, 2002 It's probably checking the checksum or something. Link to comment Share on other sites More sharing options...
monsoontide Posted October 21, 2002 Share Posted October 21, 2002 I had SunBurn send me his ui/jk2mp/gameinfo.txt file and TA DAA! everything worked fine once I installed it in my assets1.pk3. So at least there is a work around! I'd say you're right there razorace - any slight variation in the file will screw it all up. Monsoontide. Link to comment Share on other sites More sharing options...
razorace Posted October 21, 2002 Share Posted October 21, 2002 hhmmm....I wonder if that applies to all the files in the asset pk3. Maybe there's a checksum file check for all of them. Link to comment Share on other sites More sharing options...
Wudan Posted October 22, 2002 Share Posted October 22, 2002 No, the game is just making sure that all players have the same pk3 files as the host, if they don't, they won't be able to play - if they do, and a pk3 with the same name as one the host is using is different (ie, files within are different) then they won't be able to connect. This is why you make your own mod folder - you should not put changes to already existing normal JK2 files in the base folder - you should make a new mod folder, then you won't screw up JK2's normal game, and everybody joining your server/creating a server should have a similar set up. This is the problem - if a mapper includes his own mod changes, he'll have his own mod, of just one map. Not a good idea. Instead, if we can't decide on a best route for a standard, at least 10-20 mappers should decide on what *they* want in saga, then, a coder makes it, everybody plays it (it's 10-20 maps, for crying out loud), and other mappers adopt it - future releases are built upon it, and so on and so forth. I know it probably bursts more than a few bubbles, but, hey... let me know if you know a better way to include minor code changes in a map without it needing to be it's own mod. OH, and before somebody flames me, I'll admit it, I might be wrong. Especially about the pk3 thing. Link to comment Share on other sites More sharing options...
razorace Posted October 22, 2002 Share Posted October 22, 2002 Oh that's what I meant. The Pure Server setting probably also applies to the gameinfo.txt file. Link to comment Share on other sites More sharing options...
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