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Corrupted Level (?)

 
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crakerz
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Joined: 17 Sep 2003
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PostPosted: Wed Feb 04, 2004 1:09 pm    Post subject: Corrupted Level (?) Reply with quote

I just made some changes to a level's triggers, nothing more. It compiled no problem. Hotsynced level. Tried to load it, and WI gets stuck on "Create Fog Map..." I have to soft reset it. I've recompiled, same issue. Factory levels work fine, as do the sample editor levels.

What could cause this?

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crakerz
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PostPosted: Wed Feb 04, 2004 1:16 pm    Post subject: Reply with quote

I've asked this in another thread, but really see a need for it now: Why is the Load/Save Triggers feature disabled? It sure would be nice to create a template set of triggers.
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crakerz
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PostPosted: Wed Feb 04, 2004 3:54 pm    Post subject: Reply with quote

I was playing with a brandnew level, trying to figure out counters, when the same thing happened. I deleted the counters, and the level worked.

I then went back to the one discussed above, and found that I had a few counters there also ( I was trying to figure a way of using them, but can't figure out how to test them). I deleted them, and all reference, but still crashed.

I then went back to the last Triggers I had created. I think they may be the culprit. What I was trying to do was create a situation where a unit is spawned whenever two conditions are met, but to do it at least once. In other words, I wanted an area to be attacked every time it was entered, until a certain goal was completed, but all attack the first time the area was entered, even if the goal was already completed.

CONDITIONS:
-Switch 'Area A' is On
-Area 'A' contains Atleast 1 Mobile Unit owned by Side 1
-Area 'A' contains AtMost 1 Mobile Unit owned by Side 2
-Area 'Spawn' contains Exactly 0 Mobile Unit owned by Side 2
ACTIONS:
-Create Unit Group 'AttackForce'
-Set switch 'Area A' Off
-Preserve Trigger

CONDITIONS:
-Switch 'Goal One' is Off
-Switch 'Area A' is Off
ACTIONS:
-Set switch 'Area A' On
-Preserve Trigger


I believe this created a loop that caused the game to freeze on entry. I modified the above:

CONDITIONS:
-Area 'A' contains Exactly 0 Mobile Unit owned by Side 1
-Switch 'Goal One' is Off
-Switch 'Area A' is Off
ACTIONS:
-Set switch 'Area A' On
-Preserve Trigger


It seems to work now.

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crakerz
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PostPosted: Wed Feb 04, 2004 5:48 pm    Post subject: Reply with quote

That didn't really work either. It loaded, but later froze. After many iterations, this actually works Smile .

If Goal One is completed before Area 'A' is invaded, at least one AttackForce will spawn.
But, if Goal One is not completed, AttackForce will continue to spawn into area 'Spawn' as long as Area 'A' is occupied by Side 1.
Note that switch 'Area A' is set to ON earlier by Mission Load.

CONDITIONS:
-Comment: First Time Area A is Entered
-Area 'A' contains Atleast 1 Mobile Unit owned by Side 1
ACTIONS:
-Create Unit Group 'AttackForce'
-Set switch 'Area A' Off

CONDITIONS:
-Switch 'Goal One' is Off
-Switch 'Area A' is Off
ACTIONS:
-Area 'Spawn' contains Atleast 1 Mobile Unit owned by Side 2
-Create Unit Group 'AttackForce'
-Preserve Trigger


I am so happy. I hope all the logic won't be this challanging....YES I DO! Razz

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scottlu
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Joined: 15 Aug 2003
Posts: 1773

PostPosted: Wed Feb 04, 2004 8:07 pm    Post subject: Reply with quote

[quote="crakerz"]I've asked this in another thread, but really see a need for it now: Why is the Load/Save Triggers feature disabled? It sure would be nice to create a template set of triggers.[/quote]


Because it was never implemented Smile We had an idea at one point that you'd be able to save triggers in one map and load them into another, but we didn't find it to be a common scenario so it was never implemented. I could get rid of the buttons...

To answer your other question, it is definitely possible to create script loops and other scripting anomolies! This sort of thing won't ever be "verified" by the editor at "export mission pack" time because the editor can't duplicate the run-time conditions that cause the loop. So... some script debugging may be required.

One note, sometimes it is not always clear what change caused a problem to occur. It is a good idea to make small changes and then test, that way you have better chances of knowing what caused the problem.

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crakerz
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PostPosted: Wed Feb 04, 2004 8:26 pm    Post subject: Reply with quote

Yes, it is a good idea to make small changes at a time (the way I usually program), though even that can be tough. It looks like, if someone wants to seriously make complex maps, an emulator is the way to go.
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scottlu
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PostPosted: Wed Feb 04, 2004 11:00 pm    Post subject: Reply with quote

What do you mean, being able to play the mission on your desktop PC?
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Mexz
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Joined: 11 Jan 2004
Posts: 55
Location: Netherlands

PostPosted: Thu Feb 05, 2004 7:33 am    Post subject: Reply with quote

I do this with my simulator, on my dev. computer/laptop thingy i just run a simulator while developing something.
In this case i run the PalmOS 5 Simulator with Warfare 1.0a on it and then just sync the level when needed Smile

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crakerz
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PostPosted: Thu Feb 05, 2004 10:35 am    Post subject: Reply with quote

Yep, that's what I mean.
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SoLan
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Joined: 13 Jan 2004
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PostPosted: Thu Feb 05, 2004 11:56 am    Post subject: Reply with quote

Testing the levels with an emulator or simulator would be a good idea if I could only remember my license key... Sad
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pennstdoc
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Joined: 18 Jan 2004
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PostPosted: Thu Feb 05, 2004 1:11 pm    Post subject: Reply with quote

I have a Tungsten C.... any idea where I can get a good emulator? Thanks!
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SoLan
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Joined: 13 Jan 2004
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PostPosted: Thu Feb 05, 2004 1:30 pm    Post subject: Reply with quote

pennstdoc wrote:
I have a Tungsten C.... any idea where I can get a good emulator? Thanks!


Palmsource is the place - at least if you are using Windows. For the T|C you will need a version for Palm OS 5.2. You will find an emulator at http://www.palmos.com/dev/dl/dl_tools/dl_emulator/ and a simulator at http://www.palmos.com/dev/dl/dl_tools/dl_simulator/.

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