Forged Alliance Forever Forged Alliance Forever Forums 2014-06-03T20:42:38+02:00 /feed.php?f=45&t=5169 2014-06-03T20:42:38+02:00 2014-06-03T20:42:38+02:00 /viewtopic.php?t=5169&p=74464#p74464 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
Code:
WARNING: Error running lua script: ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(844): Game object has been destroyed
         stack traceback:
            [C]: in function `IsCommandsActive'
            ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(844): in function <...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua:843>


Here's the code:
Code:
function M2_Hex5ReloadAndLeaveCheckThread()
    while ScenarioInfo.M2_Hex5Platoon:IsCommandsActive( ScenarioInfo.M2_Hex5LoadToLeaveCommand ) == true do
        WaitSeconds(1)
    end
    #Do Stuff
    ForkThread(M2_ActivateHex5CloakThread)
end


Not sure what it thinks has been destroyed, as Hex5 made it off the map fine, and there wasn't a single enemy unit alive. Also, it triggers as soon as the objective completes. Above it is this code:

Code:
    #Hex5 moves out, heads offmap. Fork thread to check for when his load command is complete, so we can then recloak him.
    ScenarioInfo.M2_Hex5LoadToLeaveCommand = ScenarioInfo.M2_Hex5Platoon:LoadUnits( categories.ALLUNITS )
    ScenarioInfo.M2_Hex5Platoon:MoveToLocation( ScenarioUtils.MarkerToPosition('M2_Hex5_ReturnPoint'), false )
    ScenarioInfo.M2_Hex5Platoon:Destroy()
    ForkThread(M2_Hex5ReloadAndLeaveCheckThread)



Next we have this one:

Code:
WARNING: Error running lua script: ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(1249): attempt to call method `ManualResult' (a nil value)
         stack traceback:
            ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(1249): in function `callbackFunction'
            ...ever\gamedata\faforever.nxt\lua\scenariotriggers.lua(205): in function <...ever\gamedata\faforever.nxt\lua\scenariotriggers.lua:191>


Code:
function M3_PlatformsDestroyedObjFail()
    ScenarioInfo.M3_AirPlatformsDestroyed = true
    if ScenarioInfo.M3_VirusUploaded == false then
        ScenarioInfo.M3S1:ManualResult(false)
        ScenarioFramework.Dialogue(ScenarioStrings.SObjFail)
    end
end


Here's the big one though. This triggers on the final objective and prevents the map expanding:

Code:
warning: Error running lua script: ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(1174): access to nonexistent global variable "CDROverchargeBehavior"
         stack traceback:
                [C]: in function `error'
                ...alliance\gamedata\mohodata.scd\lua\system\config.lua(53): in function <...alliance\gamedata\mohodata.scd\lua\system\config.lua:52>
                ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(1174): in function `M3_CreateUnitsForMission'
                ...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua(1015): in function <...\maps\scca_coop_r05_v01\scca_coop_r05_v01_script.lua:1013>


Code:
import('/lua/ai/AIBehaviors.lua').CDROverchargeBehavior(cdrPlatoon)


The command simply doesn't exist. I tried changing it to CDROverCharge(aiBrain, cdr) which does, but it didn't work. I can confirm that commenting it out completely DOES allow the map to expand fully.

Statistics: Posted by IceDreamer — 03 Jun 2014, 20:42


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2014-05-28T09:07:00+02:00 2014-05-28T09:07:00+02:00 /viewtopic.php?t=5169&p=74063#p74063 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
You shouldn't have any desync at all.

Statistics: Posted by Ze_PilOt — 28 May 2014, 09:07


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2014-05-28T08:51:21+02:00 2014-05-28T08:51:21+02:00 /viewtopic.php?t=5169&p=74062#p74062 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]> Statistics: Posted by Deering — 28 May 2014, 08:51


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2014-05-28T08:34:59+02:00 2014-05-28T08:34:59+02:00 /viewtopic.php?t=5169&p=74061#p74061 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
If that was correct and a desync still happens, then there is a problem.

Statistics: Posted by Ze_PilOt — 28 May 2014, 08:34


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2014-05-28T08:19:51+02:00 2014-05-28T08:19:51+02:00 /viewtopic.php?t=5169&p=74059#p74059 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]> http://pastebin.com/VU0Zdz0t
forever log
http://pastebin.com/DjKquR6r

Statistics: Posted by Tex — 28 May 2014, 08:19


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2014-05-28T08:18:43+02:00 2014-05-28T08:18:43+02:00 /viewtopic.php?t=5169&p=74058#p74058 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]> Statistics: Posted by Deering — 28 May 2014, 08:18


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2014-05-28T03:59:13+02:00 2014-05-28T03:59:13+02:00 /viewtopic.php?t=5169&p=74047#p74047 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
Ze_PilOt wrote:
Do with alone with an AI as coop friends, just to check that all calls are correct first (+10, cheats on).


OK I ran it through. The AI Coop players did nothing, but I think that could be normal? This is the relevant part of the error log: http://pastebin.com/UqFzUALm
Lots of failed sound banks, but the movies all played properly.
Error at the end must be something to do with using GCs to end it. UAS0201 error... Don't know? Didn't use any Exodus.
Mission ends with 'Mission Failed' but I think that's normal too.

How do I get it to you if you're satisfied it's ready?

Statistics: Posted by IceDreamer — 28 May 2014, 03:59


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2014-05-27T10:22:08+02:00 2014-05-27T10:22:08+02:00 /viewtopic.php?t=5169&p=73979#p73979 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]> Statistics: Posted by Ze_PilOt — 27 May 2014, 10:22


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2014-05-27T10:04:22+02:00 2014-05-27T10:04:22+02:00 /viewtopic.php?t=5169&p=73977#p73977 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
1 - How should I distribute for testing? Should I upload it somewhere and recruit private testers, or do you want it to send it live immediately?
2 - I have been unable to translate the sound files. From the description of the guy who did it before, it sounds like they translated them all, so you may already have the translated files for mission 4. Can you check at some point?
3 - Should I try to give all the ACUs the appropriate nickname by using the code in the OP? I assume that will allow it to assign the FAF nickname to the ACU or something. Or should I just leave it as-is?

Statistics: Posted by IceDreamer — 27 May 2014, 10:04


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2014-05-27T08:51:06+02:00 2014-05-27T08:51:06+02:00 /viewtopic.php?t=5169&p=73969#p73969 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
IceDreamer wrote:
Code:
    ScenarioInfo.Commander = ScenarioUtils.CreateArmyUnit( 'Player', 'Commander' )


And you have
Code:
ScenarioInfo.PlayerCDR = ScenarioUtils.CreateArmyUnit( 'Player', 'Player_Commander' )


That's where the error is.

The second argument of CreateArmyUnit depends of the map (in particular the _save.lua file), even it's the unit type (it give the type of unit, the position, orientation, ...., look inside the lua file).
While 'Commander' exists, 'Player_Commander' is not.

Yes, all vanilla missions are locked to a faction.

Statistics: Posted by Ze_PilOt — 27 May 2014, 08:51


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2014-05-27T08:32:45+02:00 2014-05-27T08:32:45+02:00 /viewtopic.php?t=5169&p=73968#p73968 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
Code:
    ScenarioInfo.Commander = ScenarioUtils.CreateArmyUnit( 'Player', 'Commander' )


I've changes all the instances of ScenarioInfo.Commander to ScenarioInfo.PlayerCDR to keep everything uniform. I'm doing a lot of the bughunting by comparing this with the files for Cybran mission 2, which is working in Coop.

On thing I noticed is that faction in mission 2 is restricted to Cybran only (I think). It doesn't have options to spawn other factions. Are the vanilla missions supposed to always spawn that faction's ACU, or are we offering the choice?

Statistics: Posted by IceDreamer — 27 May 2014, 08:32


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2014-05-27T07:52:46+02:00 2014-05-27T07:52:46+02:00 /viewtopic.php?t=5169&p=73966#p73966 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]> Statistics: Posted by Ze_PilOt — 27 May 2014, 07:52


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2014-05-27T06:30:34+02:00 2014-05-27T06:30:34+02:00 /viewtopic.php?t=5169&p=73962#p73962 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
Code:
WARNING: Error running lua script: ...ever\gamedata\faforever.nxt\lua\scenariotriggers.lua(374): attempt to call method `AddUnitCallback' (a nil value)
         stack traceback:
            ...ever\gamedata\faforever.nxt\lua\scenariotriggers.lua(374): in function `CreateUnitDeathTrigger'
            ...er\gamedata\lobby_coop.cop\lua\scenarioframework.lua(144): in function `CreateUnitDeathTrigger'
            ...\maps\scca_coop_r04_v01\scca_coop_r04_v01_script.lua(607): in function `callbackFunction'
            ...er\gamedata\lobby_coop.cop\lua\scenarioframework.lua(1566): in function <...er\gamedata\lobby_coop.cop\lua\scenarioframework.lua:1560>


The offending line:

Code:
ScenarioFramework.CreateUnitDeathTrigger(PlayerCommanderDied, ScenarioInfo.PlayerCDR)


It errors out as soon as the mission starts. No ACUs spawn at all. I think this error is happening because it thinks nobody has spawned (They have not). This is the code I have for spawning the ACUs.

Code:
    ScenarioInfo.PlayerCDR = ScenarioUtils.CreateArmyUnit( 'Player', 'Player_Commander' )
   ScenarioInfo.CoopCDR = {}
   local tblArmy = ListArmies()
   coop = 1
   for iArmy, strArmy in pairs(tblArmy) do
      if iArmy >= ScenarioInfo.Coop1 then
         ScenarioInfo.CoopCDR[coop] = ScenarioUtils.CreateArmyUnit(strArmy, 'Player_Commander')
         IssueMove({ ScenarioInfo.CoopCDR[coop]}, ScenarioUtils.MarkerToPosition( 'M1_Commander_Walk_1' ))      
         IssueMove({ ScenarioInfo.CoopCDR[coop]}, ScenarioUtils.MarkerToPosition( 'M1_Commander_Walk_2' ))
         coop = coop + 1
         WaitSeconds(0.5)
      end
   end


I'm a bit stumped by this one :(

Statistics: Posted by IceDreamer — 27 May 2014, 06:30


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2014-05-25T21:12:48+02:00 2014-05-25T21:12:48+02:00 /viewtopic.php?t=5169&p=73876#p73876 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
The second one is why your map is not loading.

For sounds, you need to convert them for FA. Someone did it already (somewhere in this topic or forum), and placed there:
c:\ProgramData\FAForever\extra\sounds\voice\us\
(I will explain what to do for packing the map, or you can just check how the zip files are done).

For movies, linking your game to supcom vanilla in the lobby should solve the issue.

Statistics: Posted by Ze_PilOt — 25 May 2014, 21:12


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2014-05-25T19:56:04+02:00 2014-05-25T19:56:04+02:00 /viewtopic.php?t=5169&p=73866#p73866 <![CDATA[Re: HOW-TO : Converting a mission to Co-op.]]>
Code:
WARNING: No initial position marker for army Coop2 found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua
WARNING: No initial position marker for army Player found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua
WARNING: No initial position marker for army Civilian found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua
WARNING: No initial position marker for army Neutral found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua
WARNING: No initial position marker for army Coop1 found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua
WARNING: No initial position marker for army Coop3 found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua
WARNING: No initial position marker for army Aeon found in /maps/SCCA_Coop_R04_v01/SCCA_Coop_R04_v01_save.lua


However, I get exactly the same thing happening when I load up Cybran Mission 2, which is already 'completed' and on the coop page. The next sequence of errors happens immediately on world creation:

Code:
WARNING: Error running lua script: ...\maps\scca_coop_r04_v01\scca_coop_r04_v01_script.lua(589): attempt to call method `SetCustomName' (a nil value)
         stack traceback:
            ...\maps\scca_coop_r04_v01\scca_coop_r04_v01_script.lua(589): in function `callbackFunction'
            ...er\gamedata\lobby_coop.cop\lua\scenarioframework.lua(1566): in function <...er\gamedata\lobby_coop.cop\lua\scenarioframework.lua:1560>
WARNING: Movie file "/movies/C04_Ops_M01_0466.sfd" doesn't exist.
WARNING: Error resolving bank 'C04_VO' to audio engine


That first part looks like a script error from the part of the tutorial which (I think) allows the Coop armies to be given a player's FAF username. The second two look like it's having big trouble finding some movie files, so I'm going to quadruple check my Vanilla install and paths and see what happens.

EDIT: I checked and renewed all my game paths. Not the video appears to play correctly, and the subtitles are correct (It's Cybran now, used to be a UEF video), but I still get the final 'C04_VO' to audio engine warning, and the audio for the video does not play.

EDIT 2: I've found the C04_VO file in the Vanilla folder where it lives, and verified my game files through Steam. I can see the file, but for some reason it's just not playing properly :/

Statistics: Posted by IceDreamer — 25 May 2014, 19:56


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