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new mission tree
did the 6th mission destroy 4 convoy sets. On the 2nd convoy i shot the atlas right after the hud text appeared and it didnt register :( Now i have to wait another 6 hours which totally sucks
Breazle, did this happen right at the two minute mark??
dunno it said summin on hud text like heres the haulers or w/e and the atlas happened to jump near me so i shot it
i didnt check mission log i assumed since hud text said it was ok it would be fine
i didnt check mission log i assumed since hud text said it was ok it would be fine
ok i redid the mission after the 6hours. Once the HUD text said here are the transports take them out, the 2 objectives did not appear in the mission log for around 15 seconds. Two other small things with the mission, the mission timer doesnt disappear on the same mission it just keeps counting down regardless if you shoot them both. Though it does tell you if you have failed. Last small thing I forget the mission name but the one where the trident jumps in to save you and all the bots jump out. One bot remains is that supposed to happen? Becuase I took that it wasn't and didnt want to fail the mission for jumping out to early. As it was the mission carried on fine and the last bot probably warped out afterwards. Hope this helps.
Thanks Breazle. The timer thing happens. I wrote the kill a timer in there but it stays...it won't fail as long as you kill them both. I played and replayed that thing to make sure. I'm not sure what happened your first time out. I ran it in test a few more times without issue...
As long as it the mission tells you to leave you should be ok.
As long as it the mission tells you to leave you should be ok.
k, but it happens each time. It does not give the objectives until approx 15 seconds after the hud text appears
bull350:
I think I know what may be causing this. The way the editor is set up it appears as though each stage cycles through all actions before reaching the objectives, therefore the "wait, then do" action prevents the objectives from loading for a certain amount of time (which could be useful from a design perspective in an objective-less stage). I ran into the same problem here. Of course if the player completes your intended objective before the "wait" action runs out... limbo. There are a couple possible solutions, first see if you can duplicate the bug.
I think I know what may be causing this. The way the editor is set up it appears as though each stage cycles through all actions before reaching the objectives, therefore the "wait, then do" action prevents the objectives from loading for a certain amount of time (which could be useful from a design perspective in an objective-less stage). I ran into the same problem here. Of course if the player completes your intended objective before the "wait" action runs out... limbo. There are a couple possible solutions, first see if you can duplicate the bug.
There is a delay before the timer starts. If you are able to destroy one before the timer starts that make sense. How was this corrected?
heh oops ive reported the same bug twice on two different missions! I really should do more testing on test server :P
It depends on how you want the mission to run, understanding the problem is the key to understanding the solution. In my case it was as simple as adding an event. It's hard for me to give more specific advice without looking at the mission definition under the editor.
edit: I took a look and posted under the PCC forum
edit: I took a look and posted under the PCC forum
Breazle,
Made a change that should correct this issue.
Phaserlight, thanks again for the help.
Made a change that should correct this issue.
Phaserlight, thanks again for the help.