Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: bigchunk1 on June 06, 2011, 12:57:05 pm
-
I really don't understand what's going on here... I have tried everything I can think of.
As an individual mission, the first mission in my campaign works as intended. The player ship spawns with all of its default weapons.
Now when I make a campaign file, include the above mission and place it in data/missions and run the campaign. The player ship in that mission does not spawn with any weapons whatsoever. No locked weapons... just nothing.
Now I know what many of you are itching to say... "just click the 'initial status' tab and set the allowed weapons to enable them in the campaign" I wish that were the problem, but I already checked all weapons to be allowed weapons and all ships ships to be allowed ships.
I will say this however, my mission does not have a briefing. It just goes right into the game. Would that affect anything?
Big thanks to whoever can tell me the answer.
-
Beating The_E: debug log?
-
I can include one sure, but it's not an assert or anything. It just does not work as intended. Hold up.
Edit: Here we are: http://pastebin.com/yX4pYGuU
But I think it would probably be more misleading than helpful. Ignore the other debug asserts. They are easy fixes and are unrelated to this issue. In it, I open the mod start a new campaign, and close the game after the player has entered the first mission.
Note: This is for a custom mod with custom tables.
-
I really don't understand what's going on here... I have tried everything I can think of.
As an individual mission, the first mission in my campaign works as intended. The player ship spawns with all of its default weapons.
Now when I make a campaign file, include the above mission and place it in data/missions and run the campaign. The player ship in that mission does not spawn with any weapons whatsoever. No locked weapons... just nothing.
Now I know what many of you are itching to say... "just click the 'initial status' tab and set the allowed weapons to enable them in the campaign" I wish that were the problem, but I already checked all weapons to be allowed weapons and all ships ships to be allowed ships.
I will say this however, my mission does not have a briefing. It just goes right into the game. Would that affect anything?
Big thanks to whoever can tell me the answer.
Dumb question: What about the team loadout?
I would try it with a briefing.
-
Unfortunately no, team loadout is already set properly and adding a briefing does in fact do nothing to fix the issue.
-
I ran into this myself too. I have two almost identical campaign files, one was made a couple of months ago, and the other a few weeks ago. Only the former works.
I can supply you with both campaign files if you wish to see it for yourselves.
-
I figured out the issue. I used a corrput pilot file. I thought this was not the issue at first, but I didn't hit 'restart campaign'.
Anyways it works. If this happens to you, try getting a new pilot and hit 'restart campaign' before playing.
Thanks to MatthTheGeek and FreespaceFreak for directing me to the problem.
-
Or use Ant8... :nervous:
-
Yeah you need a completely new Pilot account and then start the campaign. Otherwise it mucks it up. This one was annoying when I ran into it.