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Tayuk

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OMAC
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Russian Campaign, Mission 7 (King's Audience): "Stop The Tanks" task will not end
With 1.05 on Veteran, the first task will not end even if all tanks on road and in nearby town of Ogledow are destroyed*. Restarted mission from scratch 3 times, same result. Someone else had the same issue:

http://forum.deepsilver.com/forum/sh...e-Koenigstiger

I keep driving all over the place, and there are no targets of any kind remaining, except a Focke Wolf circling far overhead which does not engage**. What is the problem? Has anyone had the task end and/or been able to complete the mission normally with debriefing screen?

A typical cause of such a problem is the use of an "opfor not present" trigger, and there are a few disembarked tank crew hiding somewhere or a disabled, abandoned, yet un-destroyed tank that must be killed for the trigger to complete. But who knows with all this FSM scripting...

Ticket added (hopefully the devs haven't stopped using dev-heaven, but there has been no dev activity there in months):

https://dev-heaven.net/issues/70948

And don't bother mentioning the ENDMISSION cheat.

* All King Tigers are burning and abandoned. On one restart I even made sure that all Tigers in the convoy were not just burning but completely blown up, and the task still didn't end.


        
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Tayuk

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OMAC
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I think I have found the scripting problem, and have a fix. In script.fsm for mission "LIB_07_SA_CAMP.Staszow" within missions_en_lib.ifa, there is this code:


/*%FSM</STATE>*/
/*%FSM<STATE "to_scene">*/
class to_scene
{
name = "to_scene";
init = /*%FSM<STATEINIT""">*/"LIB_task1 = player createSimpleTask [localize ""STR_LIB_task1""];" \n
"LIB_task1 setSimpleTaskDescription [localize ""STR_LIB_task1desc"", localize ""STR_LIB_task1"", localize ""STR_LIB_task1hud""];" \n
"LIB_task1 setSimpleTaskDestination markerpos ""tanks_incoming"";" \n
"player setCurrentTask LIB_task1;" \n
"t1 setdammage 1;" \n
"t2 setdammage 1;" \n
"t3 setdammage 1;" \n
"LIB_players_current_tank removeEventHandler [""engine"",_LIB_dontdisclose_eh];" \n
"LIB_players_current_tank removeEventHandler [""fired"",LIB_player_start_eh];" \n
"(vehicle player) setposATL (markerpos ""red_tanks"");" \n
"80 setFog 0;" \n
"" \n
"[objNull, ObjNull, LIB_task1, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf"";" \n
"LIB_task1 setTaskState ""SUCCEEDED"";" \n
"" \n
"" \n
"player hcSetGroup [tank_grp1];" \n
"player hcSetGroup [tank_grp2];" \n
"player hcSetGroup [tank_grp3];" \n
"player hcSetGroup [tank_grp4];"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "true">*/
class true
{
priority = 0.000000;
to="help_inf";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};

Quote:
The code in red re-initizalizes task 1 so that it can never complete. If that code is removed thus:
 /*%FSM</STATE>*/
/*%FSM<STATE "to_scene">*/
class to_scene
{
name = "to_scene";
init = /*%FSM<STATEINIT""">*/"t1 setdammage 1;" \n
"t2 setdammage 1;" \n
"t3 setdammage 1;" \n
"LIB_players_current_tank removeEventHandler [""engine"",_LIB_dontdisclose_eh];" \n
"LIB_players_current_tank removeEventHandler [""fired"",LIB_player_start_eh];" \n
"(vehicle player) setposATL (markerpos ""red_tanks"");" \n
"80 setFog 0;" \n
"" \n
"[objNull, ObjNull, LIB_task1, ""SUCCEEDED""] execVM ""CA\Modules\MP\data\scriptCommands\taskHint.sqf"";" \n
"LIB_task1 setTaskState ""SUCCEEDED"";" \n
"" \n
"" \n
"player hcSetGroup [tank_grp1];" \n
"player hcSetGroup [tank_grp2];" \n
"player hcSetGroup [tank_grp3];" \n
"player hcSetGroup [tank_grp4];"/*%FSM</STATEINIT""">*/;
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
class Links
{
/*%FSM<LINK "true">*/
class true
{
priority = 0.000000;
to="help_inf";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};
/*%FSM</LINK>*/
};
};

Quote:
then task 1 completes normally after two tanks in the convoy have been put out of action (crews disembarked so that there is no longer an effectiveCommander for them). I tested this in the editor and it works!

The strange thing is that the above code section (class to_scene) is only called from this debug class:

/*%FSM<LINK "debug_1">*/
class debug_1
{
priority = 3.000000;
to="to_scene";
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
};

Quote:
so I don't know why it is invoked every time the mission is played. I assume that the debug_1 class is still being called, so perhaps a debug flag was never removed?

However, I re-ifa'd the fixed campaign, and it no longer matches the bisign (I assume), so that there is an error when starting IF in Steam, and the campaign is therefore unplayable. Or perhaps Steam itself has a built-in file checker. Does anyone know how to get around this so that I can play the modified campaign in Steam?
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Tayuk

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Reply with quote  #3 

OMAC

Quote:
Video of edited mission in which task 1 ends properly


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Tayuk

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Reply with quote  #4 
OMAC         
Quote:
Fixed mission!
Here is the .ifa of the fixed mission:

DOWNLOAD

I only changed what is listed in previous posts to get the first task to complete properly. All other mission content is identical to original. I have not yet played through mission, so I don't know if there are any other problems or bugs present.

For installation, put the .ifa file in the Missions folder of your game installation.

Have fun!
 
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Gunter Severloh

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Reply with quote  #5 
Now on the MR, Mission has a dedicated page for it:
http://www.missionrepository.com/fixed-campaign-mission
Mission can be located listed on the menu above the campaigns on the vanilla IF side.
Thanks to OMAC for directing my attention towards this mission.

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Foxsch

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Reply with quote  #6 
I haven't finished the Russian Campaign as yet, I'm still going through Mission 5.
If I do get stuck at this Mission-End Bug, is there any way I can add this to carry on and complete the Campaign?

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Mission Repository - http://www.missionrepository.com

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Gunter Severloh

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Reply with quote  #7 
Hmm, good question Foxsch as the mission itself is a single mission in .ifa format, I will send OMAC a pm and ask him if he can tie the mission to the campaign, he may
just provide the file for the whole campaign as Im sure he had separated it from the IF addons folder originally to fix the mission.

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Gunter Severloh

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Reply with quote  #8 
Heres what OMAC had to say:

Quote:
Answer to Foxsch's question:

Unfortunately, I cannot re-integrate the fixed mission 7 back into the Russian campaign. I recommend playing through mission 6 in campaign,
playing my fixed mission 7 separately, and then return to campaign and use ENDMISSION cheat to pass through bugged section of original mission 7.

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Foxsch

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Reply with quote  #9 
OK! Thank you [cool]
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Mission Repository - http://www.missionrepository.com

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Gunter Severloh

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Reply with quote  #10 
Foxsch heres "cheat" you can use if you get into trouble with the mission or missions in the campaign:
https://community.bistudio.com/wiki/ArmA:_Cheats

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kju

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Reply with quote  #11 
please submit issues and fixes to the IFA issue tracker: https://dev.withsix.com/projects/lib-issue-tracker/issues
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kju

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Reply with quote  #12 
note: the above fix is obsolete/integrated into the latest IF version for a long time (probably first arma version patch)
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