Hard Light Productions Forums
Hosted Projects - FS2 Required => Inferno => Topic started by: Javito1986 on December 26, 2006, 11:28:40 pm
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I'm on the fifth mission where the Independence attacks the Shivan superdestroyer. I punch through the fighter escorts easily enough and attack the destroyer's main turret... except it has no turrets! Or any weapons of any kind. So I can't target any turret whatsoever. I'm supposed to escort in some bombers, but they get there without any problem and then just start using their laser beams and not firing torpedoes. And then nothing has happened in the past 5 minutes except me ordering all the squadrons to attack the destroyer and we've slowly whittled it down to 84% hull. I've been blasting it for a while now. Shouldn't it shoot back or something?
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No it isn't. That ship is meant to be armed to the teeth. i have no idea about coding or files, but it sounds like somethings gone wrong. What are you running it with (retail, SCP?).
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I'm running it with SCP 3.6.9 RC7. I only downloaded two files, the main Inferno download off the website and the SCP patch.
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By that point it should have been firing super-large red beams all over the place... the Diablo's main gun is easily powerful enough to trash the Independance in just one or two minutes.
It sounds like you've downloaded all the proper files too. I'll see what happens on my machine.
EDIT: Well, I just played the mission, and everything worked just fine. The Diablo was a big mean red monster in terms of firing beam cannons, as usual.
I was using the more up-to-date version of RC7 though: RC7.9x, but I don't think this is a problem that the SCP build would cause.
It sounds to me like there's a problem with your Diablo model, or perhaps there's some bizarre thing your machine's doing that is causing all of the Diablo's turrets to blow up right at the start.
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Well, my machine isn't blowing them all up. At least I don't think it is. I just loaded it up again, checked the model, and indeed there wasn't a single turret also. Plus, it's engines and sensors and weapon systems and everything all read 0%. If this is a problem with the model, is there any way I can get a new model? Or get around this at all?
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I'll attach the model here. I assume you know where to put it?
Freespace2/InfernoR1/data/models (or some similiar)/
[attachment deleted by admin]
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It could be connected to Snail or Bob's problem in The Sixth Wonder...
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It is a SCP bug that has been fixed. Download RC8 here:
http://www.hard-light.net/forums/index.php/topic,44200.0.html
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Okay guys, sorry for the late reply. I downloaded the new model and that didn't work, and I had no luck with RC8 either. No matter what I do I still see the Diablo with no turrets and all of its engines, sensors, weapons, etc at 0%. Maybe I should just skip this mission? The Diablo was fine in mission 4.
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Sorry,Goob,but I agree with Javito. The bug is still present.
I had a similar problem yesterday when playing Flames Of War. The Fury departs from the area,then there's a red alert. I find the carrier with no turrets and all its subsystems are down(0%).
There are the same conditions:a warship departs,then appears in the next mission under red alert with its subsystems sabotaged.
I think this bug could be nullified if you change the name of the ship in either mission(something like Diablo and DiabloƧ), then add two simple events:
in the first mission:
every-time
ecc ecc
modify-variable
DiabloOrFuryHitpointsLeft
hits-left
DiabloOrFury.
In the second mission.
when
true
set-subsystem-strentgh
DiabloOrFury
DiabloOrFuryHitpointsLeft
Just create a numeric variable.
I haven't tried it but it should work.
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Okay guys, sorry for the late reply. I downloaded the new model and that didn't work, and I had no luck with RC8 either.
Did you reset the campaign? The bug is caused by the previous mission (when the Diablo jumps out), not the mission you're currently on. At the very least, you should replay that mission. But I'd reset and replay the campaign just to be sure.
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My hacking should solve the problem too.
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My hacking should solve the problem too.
Would you rather I not fix the bug?
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I prefer using my brain. My solution to the problem is pretty original, isn't it? :D
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:bump:
I'm having this problem as well, and I'm using the final official 3.6.9 SCP build. I've tried this twice using two different pilots. 1st pilot, I can't remember if I reset the campaign or if I just hadn't played it with that pilot before. (To be honest, I can't remember if I ever played Inferno R1 as a mod before. I think I did, but I can't remember now.) 2nd pilot was brand new. It hadn't any completed missions from any campaign.
Also, to make matters more interesting, the Kismat is showing the same behavior as the Diablo. No turrets and 0% on all subsystems.
For what help it may provide, I installed all this via ShivanSps' installer and then piecemeal upgraded the SCP .exe and mediaVP's as things updated. I'm just short of positive I'm using the most current mediaVP's, though I don't think that matters for this mod...?
EDIT: Just saw another thread talking about this problem. http://www.hard-light.net/forums/index.php/topic,44363.new.html#new (http://www.hard-light.net/forums/index.php/topic,44363.new.html#new)
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DL this mission.
I haven't tested it-in case it doesn't work, tell me and I will edit m7 in-Stead.
[attachment deleted by admin]
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Goob, Please fix the problem... Ignore the guy who wants to us His brain cause that doesn't work either.. And this is the third post\thread about this bug And its' mission 7 Stand Off
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I didn't know which mission I should have modified. I will try m7 soon and it should work.
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Lt Gen. Thanks I must correct myself though, I got the VP veiwer It is mission 7 But Mission 5 is missing !,2,3,4,6,7,.It's the same on the patch too...But that wouldn't matter to this bug would it? Oh one more thing How do you stick the file into the VP that up loaded?