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Re: [RELEASE] Iron Raven
Posted: Thu Mar 24, 2011 7:50 pm
by Mauiby de Fug
Okti wrote:I think I found the problem
Code: Select all
var weiss = system.shipsWithRole("IR-quico-transporter")[0]
if(player.ship.target == weiss && !missionVariables.IR_comms)
{
if(missionVariables.IR_status == "IR_WEISS_1")
{
player.commsMessage("Weiss is probably on board that transport; I'll need to follow it.", 6)
weiss.reactToAIMessage("PERFORM_JUMP")
missionVariables.IR_comms = "TRUE";
}
else
{
weiss.reactToAIMessage("PERFORM_JUMP")
}
else block needs a check for weis is null or not.
Edit: and it must be at one level higher.
I might be being foolish, but I'm not still not sure how to go about fixing it...
Re: [RELEASE] Iron Raven
Posted: Thu Mar 24, 2011 8:57 pm
by Ramirez
Just catching up on this. Re the comms messages, I discovered the change in syntax when I was putting the squadron leader test OXP together last month and realised it would have a major impact on Iron Raven, but hadn't had time to look into it.
If you look towards the end of the script (beware: spoilers!!) there are several hundred lines that are all there to handle comms messages between the player and various other ships. For this I've used a combination of player.commsMessage and ship.commsMessage, with each one being timed to the second based on the amount of information that needs to be conveyed as well as managing the general pacing of the mission. At this stage I don't know if any of this works any more under 1.75 and I'll need to do a full retest before I know for sure.
On the bit of code relating to Weiss, I think the whole else block can actually be deleted as the reactToAIMessage should always be triggered by the player targeting the ship. It should work in the same way as the previous lines involving the Krait and the transports. That should remove the errors appearing in the log.
Re: [RELEASE] Iron Raven
Posted: Thu Mar 24, 2011 9:05 pm
by Okti
Try this code till Ramirez fixes it.
Code: Select all
var weiss = system.shipsWithRole("IR-quico-transporter")[0]
if(player.ship.target == weiss)
{
if(missionVariables.IR_status == "IR_WEISS_1")
{
if (!missionVariables.IR_comms)
{
player.commsMessage("Weiss is probably on board that transport; I'll need to follow it.", 6)
weiss.reactToAIMessage("PERFORM_JUMP")
missionVariables.IR_comms = "TRUE"
}
else
{
weiss.reactToAIMessage("PERFORM_JUMP")
}
}
}
Edit : I did not realize Ramirez made a post while I was writing this one. So he is the boss.
Re: [RELEASE] Iron Raven
Posted: Thu Mar 24, 2011 9:50 pm
by Mauiby de Fug
Cheers guys, editing now...
I'll keep an eye on the log files (I usually do anyway!) and post any errors that pop up...
Re: [RELEASE] Iron Raven
Posted: Thu Mar 24, 2011 9:53 pm
by Ramirez
No probs Okti - either will work fine.
On reflection it shouldn't be that difficult to modify the comms message parts of the Iron Raven script so I'll aim to do that on the weekend, then people can get on and play the mission.
Re: [RELEASE] Iron Raven
Posted: Fri Mar 25, 2011 7:44 pm
by Ramirez
OK, I've uploaded a tweaked version of the OXP to my site.
Re: [RELEASE] Iron Raven
Posted: Tue Mar 29, 2011 8:00 pm
by cloud
Hi Ramirez,
Compliments on an excellent mission - thoroughly enjoying it, but have encountered a problem: picked up the fuel pod/cell and irradiated it, but, on reaching where it needs to go, it's no longer irradiated and nothing I do seems to sort it. Any ideas? Thanks
Re: [RELEASE] Iron Raven
Posted: Wed Mar 30, 2011 11:51 am
by Ramirez
IIRC, once the sample's been successfully irradiated and scooped it will stay like that. When you next deploy the mine it will fire the irradiated sample (which won't be glowing by this stage) out of the back of the ship, so you need to aim yourself towards the centre of the fuel reprocessor to get a direct hit.
That's how it's meant to work; I'll double check if there's a problem in-game.
Re: [RELEASE] Iron Raven
Posted: Wed Mar 30, 2011 7:06 pm
by cloud
yep, have done that and reprocessor recognises that I have too. But message still remains in missions - i.e. no indication that it's been successful...?
Re: [RELEASE] Iron Raven
Posted: Sat Apr 02, 2011 11:19 am
by Ramirez
OK I've finally had a chance to go through the script. Looks like I hadn't included a mission status update for this step. After you've disposed of the sample, you have to wait around 20 days while for news to filter through, after that you'll receive another status update prompting you to return to the GSE.
It sounds like your game has all the variables set correctly so you should be able to play through, but I've made some minor tweaks to add the extra status update and also improve the general stability of this particular side-quest. I've uploaded v1.0.2 to my site.
Re: [RELEASE] Iron Raven
Posted: Sat Apr 02, 2011 3:18 pm
by Malcul
Your link seems to be broken, Ramirez.
Malcul
Re: [RELEASE] Iron Raven
Posted: Sun Apr 03, 2011 10:08 am
by Ramirez
Arrgh! Me and my missing underscores! Link is fixed.
Re: [RELEASE] Iron Raven
Posted: Sat Oct 08, 2011 9:18 am
by onno256
Have been playing Iron Raven for a while now, and as far I can tell, I'm nearing the end (unless Ramirez has some extra, nasty surprises in wait for me)
So far it is one of the best mission sets I have played, comparable to the Trident Down missions. I am not gonna post spoilers, but suffice to say that G8 has to be travelled extensively.
I am gonna play the last leg of the missions (right after I deliver my passenger), and will work on a review
Seriously, play this!
Greetz,
Onno.
Re: [RELEASE] Iron Raven
Posted: Sun Oct 09, 2011 6:23 pm
by Ramirez
Thanks Onno, I look forward to the review!
b.t.w. I made some small updates after Onno came across some glitches so Iron Raven is now at v1.0.3; you can download from my site at the link below.
Re: [RELEASE] Iron Raven
Posted: Fri Oct 14, 2011 8:48 am
by onno256
Hey Everybody,
Still playin', it's a lot bigger than I anticipated, but for now everything runs smoothly...
Greetz,
Onno.