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Post by infam0us on Aug 3, 2011 12:31:36 GMT -5
Working on mod to unlock all the combo cards at the push of a button (literally push a big button and unlock them all) but i have run into a problem.
Though I am still trying to get it to not crash the game, I replaced the tenderizer poster with my own for testing purposes but the game still crashes on load nothing has changed but the poster name and what it unlocks. I think it has something to do with the name of the texture but I'm not 100% on that but don't know where to look to find out, help?
** sorry if this is in the wrong section, I figured it would make it here eventually
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Post by anno1404 on Aug 3, 2011 14:30:21 GMT -5
Working on mod to unlock all the combo cards at the push of a button (literally push a big button and unlock them all) but i have run into a problem. Though I am still trying to get it to not crash the game, I replaced the tenderizer poster with my own for testing purposes but the game still crashes on load nothing has changed but the poster name and what it unlocks. I think it has something to do with the name of the texture but I'm not 100% on that but don't know where to look to find out, help? ** sorry if this is in the wrong section, I figured it would make it here eventually Please post were you like, we will sort it out. As usual, you are juggling several ideas here, in this case, you want to replace the posters and unlock combo cards. here is a thread on replacing the posters: Combo posters replaced thread
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Post by infam0us on Aug 3, 2011 15:24:51 GMT -5
I am not thinking it is the posters, anymore, I think it doesn't like giving out 50 unlocks at once.. :/ I could maybe do to lvl 50 and then unlock the remaining ones after that but I don't think i could do it to unlock everything w/o doing that or without having to do 50 buttons at once.
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Post by infam0us on Aug 3, 2011 16:21:00 GMT -5
Ok, I found my crash point... as soon as I add a 18th unlock it crashes the game...
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Post by anno1404 on Aug 3, 2011 16:31:53 GMT -5
Ok, I found my crash point... as soon as I add a 18th unlock it crashes the game... thats good to know. For people with debug mode, they just add true to one line and they have all the combo cards: get_all_combo_cards But it is really awesome you are exploring this new mod for those who don't want debug mode or don't like to play on debug mode.
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Post by infam0us on Aug 3, 2011 21:02:09 GMT -5
Is there a way to make 1 button/trigger complete more than 1 mission at once?
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Post by ubiquitous on Aug 4, 2011 2:17:17 GMT -5
You can take a look at the coding in my Boss Challenge Mod beta version. Inside missions.txt just look at any of the cMissionDefinition Boss_ entries I have. I made a trigger set off an event and in the event you can add all the coding you want launched at the event so you can have all combo cards unlocked through a trigger. You would though have to make each combo card its own coding section though so for example lets say cMissionChuckState Give_Combo_1 { ChuckState = "State # for giving combo cards" Value = "Card 1" }
each card would need to have the coding duplicated and renamed to unique names and where value is the CardIndex #. Pseudo Code
cMissionDefinition Trigger_Combo_Card_Unlock { Start time = 0 Duration = 518000
cMissionOnTrigger Combo_Card_Button { //Set trigger parameter DisplayName = "#" InnerRadius = "Some small value like 1-3" InteractButton = "true" Location = x,y,z Radius = "Some small value like 1-3"
cMissionSendEvent Start_Events { Value = "Give_Combo_Cards" } }//End of trigger function
cMissionOnEvent Give_All_Combo_Cards_Code { //Name string whatever you put into value in SendEvent string = "Give_Combo_Cards"
cMissionSetChuckState Give_Combo_Card_1 { ChuckState = "19" Value = "1" }
cMissionSetChuckState Give_Combo_Card_2 { ChuckState = "19" Value = "2" } . . . . .
cMissionSetChuckState Give_Combo_Card_50 { ChuckState = "19" Value = "50" } } }
I hope that made some sense it really shouldn't be that hard to get what you want accomplished.
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Post by infam0us on Aug 4, 2011 12:17:58 GMT -5
That is how i have been doing it, i can only do 17 states before it breaks on me though :/
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Post by ubiquitous on Aug 4, 2011 13:09:25 GMT -5
Not sure as I haven't tried but from reading and not troubleshooting it myself I am not sure what to tell you. Crashing could be for a number of reasons but you narrowed it down quite a bit.
-You say with 17 unlocks the game crashes so is it really 17 states or is it a faulty card that can't be unlocked through code like that?
-Would attaching timers to code launches prevent the crash?
-Perhaps you can give all cards and .001 fraction of a second later load a new area to prevent the massive card acquired screens that pop up.
There is no defined number of possible solutions just gotta test them out save results and try another test that is one of the many ways to find out how things work out.
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Post by infam0us on Aug 4, 2011 13:20:49 GMT -5
I have always set the unlocks as chuckstates i should have clarified that, i tried timers but i might have done it wrong at 3 second delays and it still crashed using DeltaTimeSecondsRealTime = "3.0" And as far as i know there are no faulty code values, i pulled them directly from the items.txt and they work
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Post by ubiquitous on Aug 4, 2011 15:16:02 GMT -5
Modified one of my Boss Challenge triggers
cMissionDefinition Trigger_Combo_Cards { CantFailOnLevel = "YUCATAN_CASINO" Color = "8117675" DebugSpawnPoint = "EntryFoodCourt" DescriptionSummary = "80509" DisplayName = "81559" Duration = "270000" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "YUCATAN_CASINO" MissionType = "4" ShowInDebugMenu = "true" StartTime = "0"
cMissionObjective TwinBossChallenge { cMissionObjectiveKillBoss KillTwinsChallenge { BOSS_NAME = "Twins" MissionWaypoint = "YUCATAN_CASINO,396.710,5.520,-312.103" } }
cMissionLevelReady SafeHouse_Combo_Card_Trigger { LevelName = "LEVEL_SAFEHOUSE"
cMissionSpawnItem Twin_Prop { IsStatic = "true" ItemName = "KatanaSword" Location = "-26.8,0.0,21.4" NonInteractableProp = "true" Rotation = "0.001,0.501,0.001,0.001" }
cMissionSpawnItem Twin_Prop2 { IsStatic = "true" ItemName = "KatanaSword" Location = "-26.8,0.25,21.4" NonInteractableProp = "true" Rotation = "0.001,1.0,0.001,360" }
cMissionOnTrigger Trigger_Combo_Cards { DisplayName = "98745" InnerRadius = "1.5" InteractButton = "true" Location = "-26.7,0.100,21.4" NeverFinish = "false" Radius = "1.5" ZombieRotation = "0,-0.2,0,1"
cMissionSendEvent Combo_Card_Event { Value = "CCStartup" } } }
cMissionOnEvent ComboCardStart { EventString = "CCStartup"
cMissionRaiseDialog Tutorial_Combo_Card { FullScreen_TutorialID = "15" }
cMissionSetChuckState Give_Combo_Card_1 { ChuckState = "19" Value = "0" }
cMissionSetChuckState Give_Combo_Card_2 { ChuckState = "19" Value = "1" }
cMissionSetChuckState Give_Combo_Card_3 { ChuckState = "19" Value = "2" }
cMissionSetChuckState Give_Combo_Card_4 { ChuckState = "19" Value = "3" }
cMissionSetChuckState Give_Combo_Card_5 { ChuckState = "19" Value = "4" }
cMissionSetChuckState Give_Combo_Card_6 { ChuckState = "19" Value = "5" }
cMissionSetChuckState Give_Combo_Card_7 { ChuckState = "19" Value = "6" }
cMissionSetChuckState Give_Combo_Card_8 { ChuckState = "19" Value = "7" }
cMissionSetChuckState Give_Combo_Card_9 { ChuckState = "19" Value = "8" }
cMissionSetChuckState Give_Combo_Card_10 { ChuckState = "19" Value = "9" }
cMissionSetChuckState Give_Combo_Card_11 { ChuckState = "19" Value = "10" }
cMissionSetChuckState Give_Combo_Card_12 { ChuckState = "19" Value = "11" }
cMissionSetChuckState Give_Combo_Card_13 { ChuckState = "19" Value = "12" }
cMissionSetChuckState Give_Combo_Card_14 { ChuckState = "19" Value = "13" }
cMissionSetChuckState Give_Combo_Card_15 { ChuckState = "19" Value = "14" }
cMissionSetChuckState Give_Combo_Card_16 { ChuckState = "19" Value = "15" }
cMissionSetChuckState Give_Combo_Card_17 { ChuckState = "19" Value = "16" }
cMissionSetChuckState Give_Combo_Card_18 { ChuckState = "19" Value = "17" }
cMissionSetChuckState Give_Combo_Card_19 { ChuckState = "19" Value = "18" }
cMissionSetChuckState Give_Combo_Card_20 { ChuckState = "19" Value = "19" }
cMissionSetChuckState Give_Combo_Card_21 { ChuckState = "19" Value = "20" }
cMissionSetChuckState Give_Combo_Card_22 { ChuckState = "19" Value = "21" }
cMissionSetChuckState Give_Combo_Card_23 { ChuckState = "19" Value = "22" }
cMissionSetChuckState Give_Combo_Card_24 { ChuckState = "19" Value = "23" }
cMissionSetChuckState Give_Combo_Card_25 { ChuckState = "19" Value = "24" }
cMissionSetChuckState Give_Combo_Card_26 { ChuckState = "19" Value = "25" }
cMissionSetChuckState Give_Combo_Card_27 { ChuckState = "19" Value = "26" }
cMissionSetChuckState Give_Combo_Card_28 { ChuckState = "19" Value = "27" }
cMissionSetChuckState Give_Combo_Card_29 { ChuckState = "19" Value = "28" }
cMissionSetChuckState Give_Combo_Card_30 { ChuckState = "19" Value = "29" }
cMissionSetChuckState Give_Combo_Card_31 { ChuckState = "19" Value = "30" }
cMissionSetChuckState Give_Combo_Card_32 { ChuckState = "19" Value = "31" }
cMissionSetChuckState Give_Combo_Card_33 { ChuckState = "19" Value = "32" }
cMissionSetChuckState Give_Combo_Card_34 { ChuckState = "19" Value = "33" }
cMissionSetChuckState Give_Combo_Card_35 { ChuckState = "19" Value = "34" }
cMissionSetChuckState Give_Combo_Card_36 { ChuckState = "19" Value = "35" }
cMissionSetChuckState Give_Combo_Card_37 { ChuckState = "19" Value = "36" }
cMissionSetChuckState Give_Combo_Card_38 { ChuckState = "19" Value = "37" }
cMissionSetChuckState Give_Combo_Card_39 { ChuckState = "19" Value = "38" }
cMissionSetChuckState Give_Combo_Card_40 { ChuckState = "19" Value = "39" }
cMissionSetChuckState Give_Combo_Card_41 { ChuckState = "19" Value = "40" }
cMissionSetChuckState Give_Combo_Card_42 { ChuckState = "19" Value = "41" }
cMissionSetChuckState Give_Combo_Card_43 { ChuckState = "19" Value = "42" }
cMissionSetChuckState Give_Combo_Card_44 { ChuckState = "19" Value = "43" }
cMissionSetChuckState Give_Combo_Card_45 { ChuckState = "19" Value = "44" }
cMissionSetChuckState Give_Combo_Card_46 { ChuckState = "19" Value = "45" }
cMissionSetChuckState Give_Combo_Card_47 { ChuckState = "19" Value = "46" }
cMissionSetChuckState Give_Combo_Card_48 { ChuckState = "19" Value = "47" }
cMissionSetChuckState Give_Combo_Card_49 { ChuckState = "19" Value = "48" }
cMissionSetChuckState Give_Combo_Card_50 { ChuckState = "19" Value = "49" } } }
You can change its location right now its in the safehouse in Room 10 the room right next to the safehouse the katanas will guide you to the trigger.
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Post by anno1404 on Aug 5, 2011 1:36:55 GMT -5
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