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Re: Coyote's Run mission

Posted: Sun Dec 01, 2013 10:09 pm
by Cody
Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.

Re: Coyote's Run mission

Posted: Sun Dec 01, 2013 10:19 pm
by luminous
Cody wrote:
Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.
Aha. Yes, I am using Griff's stuff. Will take all that off, as I was not making any progress so far. Shame, as his work looks so good.

Re: Coyote's Run mission

Posted: Sun Dec 01, 2013 10:21 pm
by Cody
luminous wrote:
Cody wrote:
Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.
Aha. Yes, I am using Griff's stuff. Will take all that off, as I was not making any progress so far. Shame, as his work looks so good.
No need... simply disable the Coyote's_Run_for_Griff's OXP within the Coyote's Run OXP - it should work fine then (it has here just now).
However, the OXP is badly in need of updating, and other problems may occur - hey-ho!

Re: Coyote's Run mission

Posted: Sun Dec 01, 2013 10:36 pm
by luminous
Cody wrote:
luminous wrote:
Cody wrote:
Are you using Griff's shipset, btw? If so, the OXP is a little broken, and things may go awry.
Aha. Yes, I am using Griff's stuff. Will take all that off, as I was not making any progress so far. Shame, as his work looks so good.
No need... simply disable the Coyote's_Run_for_Griff's OXP within the Coyote's Run OXP - it should work fine then (it has here just now).
However, the OXP is badly in need of updating, and other problems may occur - hey-ho!
All sorted, thanks :-))

Re: Coyote's Run mission

Posted: Sun Dec 01, 2013 10:40 pm
by Cody
luminous wrote:
All sorted, thanks
Cool! Although the OXP follows the tale fairly well, this is Hollywood, and the screenplay does differ somewhat, here and there. Perhaps a kindly Mod could add a warning to the OP: if you use Griff's shipset, do not install the Coyote's Run for Griff OXP contained within the .zip, as it's currently broken.

Re: Coyote's Run mission

Posted: Mon Dec 02, 2013 11:04 pm
by DaddyHoggy
Cody wrote:
luminous wrote:
All sorted, thanks
Cool! Although the OXP follows the tale fairly well, this is Hollywood, and the screenplay does differ somewhat, here and there. Perhaps a kindly Mod could add a warning to the OP: if you use Griff's shipset, do not install the Coyote's Run for Griff OXP contained within the .zip, as it's currently broken.
<coughs and tucks moderator hat back under wing, puts Jayne's hat back on> - 'tis done my fine friend.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Tue Dec 03, 2013 1:31 am
by Fatleaf
I am hoping to have the Griff ship issue sorted shortly. Hit a few snags and working on a work around.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Tue Dec 03, 2013 1:39 am
by Cody
<grins>

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Nov 02, 2014 9:54 pm
by Fatleaf
The work around REALLY hit a snag :wink:

But the mission works well with 1.80 just use the normal oxp and not "Coyote's Run For Griff.oxp" as already stated. It won't affect anything at all with 1.80 as all the ships used are Griffs stuff anyway. The only issues I found with a recent run through with 1.80 are:

The first python spawned multiple times at Laquesso. (can be ignored with no affect to mission)
The first mission screen at the Navy base typo should read "wasn't" (can be ignored with no affect to mission)
...........................
A slight snag when Zoro crashed into the Kataik base and hung the mission (both were destroyed). Nothing a re-load from the last saved game didn't fix though.
...........................
Fought the expected ambush with Cameron and Greer at Zaeredre, but mission didn't progress. But change the ASC for the Navy Station (l) after the fight and dock there. That progresses the mission.
...........................

If anybody else has any trouble I will try to address them. If there is an interest in using the pre-1.80 and still want the Griff ships I can fix it but only if the interest is there.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Nov 02, 2014 9:55 pm
by Cody
Yo Leafy!

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Nov 02, 2014 9:59 pm
by Fatleaf
Cody wrote:
Yo Leafy!
Check yer Email :D

Good to see everyone. Boy, do I have some catching up on.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Thu Dec 18, 2014 9:06 pm
by Okti
Sorry about not being over here for a long time and not maintaining Coyote's run due to RL, I may try to sort the problem if I can Identify the problem in near future. Special thanks to Cody and Fatleaf for all their help to the players of that mission.

Hope to be back soon:)

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Thu Dec 18, 2014 10:31 pm
by Cody
Ave, Imperator!

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Fri Dec 19, 2014 4:54 am
by Fatleaf
! OKTI ! :D

Good to see you around.

All you have to do now is not install the griff version with 1.8x and everything works a charm.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Jan 18, 2015 10:10 pm
by davcefai
I picked up the passenger, jumped to Biarra, rendevoused with my 2 partners and fought the good fight, Splashed 2 escape pods.

F5/F5 said to go sunskimming, which I did. After that no more instructions. The Go sunskimming message persisted. I got to Zaeredre, sunskimmed just in case then could not find a naval base on my ASC.

Docked at a Kiota Biosphere Station. F7 worked "normally", nothing mission related. When I launched a Naval Station had been created so I went there and docked. It was a normal docking, no welcomes, congrats banners or rewards.

F5/F5 still said to go sunskimming and Biarra was still marked with an X.

This happened twice, each time starting from Qulecele.

Mission variables are:

Code: Select all

	<key>Coyote-Main</key>
	<string>COYOTE&apos;s RUN: Approach the sun and go sunskimming.</string>
	<key>mission_CoyoteFerdie_status</key>
	<string>KILLED</string>
	<key>mission_CoyotePhythonPilot</key>
	<string>RESCUED</string>
	<key>mission_Coyote_BattleAtBiarra</key>
	<string>STARTED</string>
	<key>mission_Coyote_KatikHunt</key>
	<string>9</string>
	<key>mission_Coyote_ViperCount</key>
	<string>0</string>
	<key>mission_Coyote_jumpCount</key>
	<string>2</string>
	<key>mission_Coyote_status</key>
	<string>STAGE_320</string>

Should BattleAtBiarra not have changed from STARTED. All the opposition that followed through the wormhole were wiped out. I don't know what happened when we were jumped by pirates and I was told to go on. Never saw my partners again. Should I have?

I haven't been able to work out what should happen at stage 320. Is it possible to recover and finish the mission?

I can either go back to Biarra or reload at Usalon (just before I jump to Xele.

Help will be appreciated. It was a good mission up to now.