Post by gique13 on Nov 6, 2011 7:18:24 GMT -5
So far the mission triggers, when you go to the arena
it plays the intro movies and then crashes..
I can see that it gets past the movies because I see the stadium for a split second before it crashes
pretty cool, got rid of the movies, and I can get into the stadium:
Can't get this to work. As soon as enable BattleName = "Cage" which I think is the code to start the fighting ring to lower, game crashes. So all you can do is walk around stuck up top. Too bad cause it would be way more fun to run around in ninja suit or with npcs in the minigame, than the stupid challenges in sandbox..
it plays the intro movies and then crashes..
I can see that it gets past the movies because I see the stadium for a split second before it crashes
pretty cool, got rid of the movies, and I can get into the stadium:
cMissionDefinition SandBoxStadeeum{
DescriptionSummary = "2134"
DisplayName = "50736"
//ExplicitStart = "true"
LevelRequiredToStartName = "ARENA_BACKSTAGE"
LevelToStartAtIfDebuggingMission = "ARENA_BACKSTAGE"
Duration = "914400"
//MissionType = "4"
MissionType = "12"
ShowInDebugMenu = "true"
WaitUntilEnd = "false"
Module = "2"
StartTime = "25200"
cMissionObjective sandboxstadiumObjective
{
cMissionObjectiveKillBoss KillStadeeumZombies
{
//BOSS_NAME = "Cage"
}
//cMissionObjectiveEvent explodedstadeeum
//{
//EventString = "TirDone"
//cMissionSetChuckState clear_inventory
//{
//ChuckState = "35"
//}
//}
}
cMissionLevelReady Startstadeeum
{
LevelName = "LEVEL_ARENA_BACKSTAGE"
//cMissionSetChuckState NoCamerastadeeum
//{
//ChuckState = "81"
//Value = "0"
//}
//cMissionLoadAnimBank Race1_Panstadeeum
//{
//AnimBankName = "data/anim/camera.big"
//BankHint = "0"
//}
//cMissionBossBattle StartStadeeum1
//{
//BattleEvent = "1"
//BattleFile = "data/datafile/battle_cage.txt"
//BattleName = "Cage"
//}
cMissionTeleportPlayer AdjustToStart3stadeeum
{
SpawnPoint = "CageStart"
TeleportAllPlayers = "true"
}
cMissionSpawnZombie battle_stripper_factorystadeeum1
{
NumberOfZombies = "1"
Rotation = "-0.1"
SpawnPoint = "79.486,1.092,-1.653"
SpawnWithItem = "TIRTwoByFour"
ZombieType = "zombie_wrestler"
}
cMissionSpawnZombie battle_stripper_factorystadeeum2
{
NumberOfZombies = "1"
Rotation = "0.1"
SpawnPoint = "69.832,1.152,-1.072"
SpawnWithItem = "TIRBaseballBat"
ZombieType = "zombie_wrestler"
}
cMissionSpawnZombie battle_stripper_factorystadeeum3
{
NumberOfZombies = "1"
Rotation = "0.1"
SpawnPoint = "70.242,1.152,-1.867"
ZombieType = "zombie_wrestler"
}
cMissionSpawnZombie battle_stripper_factorystadeeum4
{
NumberOfZombies = "1"
Rotation = "3.0"
SpawnPoint = "70.460,1.143,8.811"
SpawnWithItem = "TIRPan"
ZombieType = "zombie_wrestler"
}
cMissionSpawnZombie battle_stripper_factorystadeeum5
{
NumberOfZombies = "1"
Rotation = "3.0"
SpawnPoint = "69.725,1.124,8.210"
ZombieType = "zombie_wrestler"
}
cMissionSpawnZombie battle_stripper_factorystadeeum6
{
NumberOfZombies = "1"
Rotation = "-3.0"
SpawnPoint = "80.253,1.162,8.136"
SpawnWithItem = "FoamHand"
ZombieType = "zombie_wrestler"
}
cMissionAdjustZombieTuning MakeAggressiveZombiesstadeeum
{
MaxAttractorsForSurvivor = "1"
NumberOfAllowableZombiesChasingYouZone0 = "10"
WanderingZombies = "0"
}
cMissionZombieFactory SpawnSurroundstadeeum
{
Amount0 = "175"
Amount1 = "175"
Amount2 = "400"
Amount3 = "175"
Amount4 = "175"
ClumpRadiusDelta = "1.0"
Type0 = "zombie_fat"
Type1 = "zombie_skinny"
Type2 = "zombie_wrestler"
Type3 = "zombie_fat_female"
Type4 = "zombie_skinny_female"
ZombieWarehouseName = "ArenaZombies"
}
cMissionZombieFactory SpawnSurroundstadeeum2
{
Amount0 = "25"
Amount1 = "25"
Amount2 = "25"
Amount3 = "25"
Amount4 = "25"
ClumpRadiusDelta = "1.0"
Type0 = "zombie_fat"
Type1 = "zombie_skinny"
Type2 = "zombie_wrestler"
Type3 = "zombie_fat_female"
Type4 = "zombie_skinny_female"
ZombieWarehouseName = "AreaOutsideEmptyArea"
}
cMissionSpawnItem MetalChairstadeeum
{
ItemName = "TIR_chair"
LinearVelocity = "0.0,0.0,0.0"
Location = "70.638,1.140,8.024"
Rotation = "0,0,0,1"
}
cMissionSpawnItem MetalChairstadeeum2
{
FixOnPlacement = "true"
ItemName = "TIR_chair"
LinearVelocity = "0.0,0.0,0.0"
Location = "79.544,1.164,-0.815"
Rotation = "0.000,-0.474,0.000,0.876"
}
cMissionSpawnItem MetalChairstadeeum3
{
ItemName = "TIRBaseballBat"
LinearVelocity = "0.0,0.0,0.0"
Location = "79.433,1.167,7.879"
Rotation = "0.667,-0.102,0.202,0.710"
}
cMissionSpawnItem MetalChairstadeeum4
{
ItemName = "TIRTwoByFour"
LinearVelocity = "0.0,0.0,0.0"
Location = "70.704,1.190,-0.785"
Rotation = "0.002,-0.200,-0.003,0.980"
}
cMissionTimer DelayFireworksstadeeum
{
DeltaTimeSecondsRealTime = "2.5"
TriggerBothPlayers = "true"
TriggerXTimes = "1"
cMissionStartEffect Fireworkstadeeum
{
EffectEnum = "148"
Location = "78.997,5.068,-0.471"
Number = "1"
Rotation = "0,0,0,1"
}
cMissionSendAudioEvent AudioKeywordstadeeum
{
AudioEvent = "MinigameFirework"
EventPosition = "78.997,5.068,-0.471"
}
}
cMissionTimer DelayFireworksstadeeum1
{
DeltaTimeSecondsRealTime = "3"
TriggerBothPlayers = "true"
TriggerXTimes = "1"
cMissionStartEffect Firework6333
{
EffectEnum = "148"
Location = "78.972,5.068,7.602"
Number = "1"
Rotation = "0,0,0,1"
}
cMissionSendAudioEvent AudioKeywordstadeeum1
{
AudioEvent = "MinigameFirework"
EventPosition = "78.972,5.068,7.602"
}
}
cMissionTimer DelayFireworksstadeeum2
{
DeltaTimeSecondsRealTime = "3.5"
TriggerBothPlayers = "true"
TriggerXTimes = "1"
cMissionStartEffect Fireworkstadeeum2
{
EffectEnum = "148"
Location = "70.977,5.068,7.580"
Number = "1"
Rotation = "0,0,0,1"
}
cMissionSendAudioEvent AudioKeywordstadeeum2
{
AudioEvent = "MinigameFirework"
EventPosition = "70.977,5.068,7.580"
}
}
cMissionTimer DelayFireworksstadeeum3
{
DeltaTimeSecondsRealTime = "4"
IgnoreAction = "false"
TriggerBothPlayers = "true"
TriggerXTimes = "1"
cMissionStartEffect Firework4333
{
EffectEnum = "148"
IgnoreAction = "false"
Location = "70.940,5.068,-0.455"
Number = "1"
Rotation = "0,0,0,1"
}
cMissionSendAudioEvent AudioKeywordstadeeum3
{
AudioEvent = "MinigameFirework"
EventPosition = "70.940,5.068,-0.455"
}
}
cMissionTimer DelayFlashesstadeeum3
{
DeltaTimeSecondsRealTime = ".1"
KeepAliveAfterMissionEnd = "true"
TriggerBothPlayers = "true"
TriggerXTimes = "1"
cMissionStartEffect CameraFlashstadeeum3
{
EffectEnum = "415"
Location = "75.217,3.408,3.270"
Loop = "true"
Number = "1"
Rotation = "0,0,0,1"
}
}
//cMissionTimer DelayIntroSlatestadeeum
//{
//DeltaTimeSecondsRealTime = "2.5"
//TriggerBothPlayers = "true"
//TriggerXTimes = "1"
//cMissionSendEvent start_intro_slatestadeeum
//{
//Value = "start_intro_slate"
//}
//}
}
//cMissionOnEvent MinigameDone1P1stadeeum
//{
//EventString = "TirDone_Place_0"
//cMissionTimer delayheadsstadeeum
//{
//DeltaTimeSecondsRealTime = "4"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionCinematic winner3333
//{
//CinematicName = "006_chuck_victory_02"
//NoTeleportAfterIsOK = "true"
//SuppressNextCheckpointSave = "true"
//UseLastPlayerWhoSwitchedLevel = "false"
//cMissionSendEvent TirDoneEvent33333
//{
//Value = "TirDone"
//}
//}
//}
//cMissionTimer DelayFullfillmentstadeeum
//{
//DeltaTimeSecondsRealTime = "6"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionSetChuckState GimmeFullfillstadeeum
//{
//ChuckState = "73"
//Value = "5000"
//}
//}
//}
//cMissionOnEvent MinigameDone2P1stadeeum
//{
//EventString = "TirDone_Place_1"
//cMissionTimer delayheadsstadeeum1
//{
//DeltaTimeSecondsRealTime = "4"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionCinematic loser1stadeeum
//{
//CinematicName = "005_gameshow_loss_1"
//NoTeleportAfterIsOK = "true"
//SuppressNextCheckpointSave = "true"
//UseLastPlayerWhoSwitchedLevel = "false"
//cMissionSendEvent TirDoneEventstadeeum
//{
// Value = "TirDone"
//}
//}
//}
//cMissionTimer DelayFullfillmentstadeeum2
//{
//DeltaTimeSecondsRealTime = "6"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionSetChuckState GimmeFullfillstadeeum2
//{
ChuckState = "73"
Value = "2500"
//}
//}
//}
//cMissionOnEvent MinigameDone3P1stadeeum
//{
//EventString = "TirDone_Place_2"
//cMissionTimer delayheadsstadeeum3
//{
//DeltaTimeSecondsRealTime = "4"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionCinematic loser12stadeeum
//{
//CinematicName = "005_gameshow_loss_1"
//NoTeleportAfterIsOK = "true"
//SuppressNextCheckpointSave = "true"
//UseLastPlayerWhoSwitchedLevel = "false"
//cMissionSendEvent TirDoneEvent12stadeeum
//{
Value = "TirDone"
//}
//}
//}
//cMissionTimer DelayFullfillmentstadeeum4
//{
//DeltaTimeSecondsRealTime = "6"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionSetChuckState GimmeFullfillstadeeum4
//{
//ChuckState = "73"
//Value = "1000"
//}
//}
//}
//cMissionOnEvent MinigameDone4P1stadeeum
//{
//EventString = "TirDone_Place_3"
//cMissionTimer delayheadsstadeeum4
//{
//DeltaTimeSecondsRealTime = "4"
//KeepAliveAfterMissionEnd = "true"
//TriggerBothPlayers = "true"
//cMissionSetChuckState justincasestadeeum
//{
// ChuckState = "7"
//}
//cMissionCinematic loser13stadeeum
//{
//CinematicName = "005_gameshow_loss_1"
//NoTeleportAfterIsOK = "true"
//SuppressNextCheckpointSave = "true"
//UseLastPlayerWhoSwitchedLevel = "false"
//cMissionSendEvent TirDoneEventstadeeum3
//{
//Value = "TirDone"
//}
//}
//}
//}
//cMissionSendCommandToProp ZombiesHeadsExplodestadeeum
//{
//ExecuteOnce = "true"
//PropCommand = "25"
//Value = "4"
//}
//cMissionSendCommandToProp ZombiesHeadsExplodestadeeum2
//{
//ExecuteOnce = "true"
//PropCommand = "25"
//Value = "4"
//}
//cMissionOnEnd end_cagestadeeum
//{
//cMissionSetChuckState show_camerastadeeum
//{
//ChuckState = "85"
//}
//cMissionSetChuckState get_wrestlingstadeeum
//{
//ChuckState = "86"
//Item = "OUTFIT_WRESTLING"
//Value = "-1"
//}
//cMissionSetChuckState NoGroundGrapplesOff333
//{
//ChuckState = "96"
//Value = "85017"
//}
//}
//cMissionOnEvent CageBattleDonestadeeum5
//{
//EventString = "CageBattleDone"
//OnlyExecuteOnce = "true"
//cMissionSetLookAtCamera Race1_Pan_Triggerstadeeum5
//{
//Animation = "tir_end_camera_move.anm"
//ChangeAudioListener = "true"
//FadeINDuration = "0"
//FadeOUTDuration = "0"
//}
//}
}
Can't get this to work. As soon as enable BattleName = "Cage" which I think is the code to start the fighting ring to lower, game crashes. So all you can do is walk around stuck up top. Too bad cause it would be way more fun to run around in ninja suit or with npcs in the minigame, than the stupid challenges in sandbox..