Author Topic: Weapons Disabled in Custom Campaign  (Read 2225 times)

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Offline bigchunk1

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Weapons Disabled in Custom Campaign
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. 
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline NGTM-1R

  • I reject your reality and substitute my own
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Re: Weapons Disabled in Custom Campaign
Beating The_E: debug log?
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline bigchunk1

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Re: Weapons Disabled in Custom Campaign
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.
« Last Edit: June 06, 2011, 01:08:05 pm by bigchunk1 »
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Deadly in a Shadow

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Re: Weapons Disabled in Custom Campaign
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.
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
"No you can't, there is no air in space. Sound can't travel through a vacuum!"

  

Offline bigchunk1

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Re: Weapons Disabled in Custom Campaign
Unfortunately no, team loadout is already set properly and adding a briefing does in fact do nothing to fix the issue.
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline Lester

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Re: Weapons Disabled in Custom Campaign
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.

 

Offline bigchunk1

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Re: Weapons Disabled in Custom Campaign
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. 
BP Multi
The Antagonist
Zacam: Uh. No, using an effect is okay. But you are literally using the TECHROOM ani as the weapon effect.

 

Offline mjn.mixael

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Re: Weapons Disabled in Custom Campaign
Or use Ant8...  :nervous:
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Offline LoneKnight

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Re: Weapons Disabled in Custom Campaign
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.
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