Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: bigchunk1 on June 06, 2011, 12:57:05 pm

Title: Weapons Disabled in Custom Campaign
Post 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. 
Title: Re: Weapons Disabled in Custom Campaign
Post by: NGTM-1R on June 06, 2011, 12:59:42 pm
Beating The_E: debug log?
Title: Re: Weapons Disabled in Custom Campaign
Post by: bigchunk1 on June 06, 2011, 01:01:20 pm
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.
Title: Re: Weapons Disabled in Custom Campaign
Post by: Deadly in a Shadow on June 06, 2011, 01:06:13 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. 

Dumb question: What about the team loadout?
I would try it with a briefing.
Title: Re: Weapons Disabled in Custom Campaign
Post by: bigchunk1 on June 06, 2011, 01:15:43 pm
Unfortunately no, team loadout is already set properly and adding a briefing does in fact do nothing to fix the issue.
Title: Re: Weapons Disabled in Custom Campaign
Post by: Lester on June 06, 2011, 01:33:10 pm
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.
Title: Re: Weapons Disabled in Custom Campaign
Post by: bigchunk1 on June 06, 2011, 02:08:43 pm
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. 
Title: Re: Weapons Disabled in Custom Campaign
Post by: mjn.mixael on June 06, 2011, 02:40:57 pm
Or use Ant8...  :nervous:
Title: Re: Weapons Disabled in Custom Campaign
Post by: LoneKnight on June 30, 2011, 10:08:24 am
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.