Forged Alliance Forever Forged Alliance Forever Forums 2017-03-25T23:03:04+02:00 /feed.php?f=53&t=14267 2017-03-25T23:03:04+02:00 2017-03-25T23:03:04+02:00 /viewtopic.php?t=14267&p=145927#p145927 <![CDATA[Re: Trouble with script for prebuild bases]]> Statistics: Posted by Avon — 25 Mar 2017, 23:03


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2017-03-25T22:57:44+02:00 2017-03-25T22:57:44+02:00 /viewtopic.php?t=14267&p=145926#p145926 <![CDATA[Re: Trouble with script for prebuild bases]]> Then post the link in pieces so its not a real link, but we can find the code by putting the pieces together;

something like : pastebin .. .com .. / .. code
or whatever creative way you want to do it in.

EDIT: can you attach the complete map too? (or is that also restricted for you?)

Statistics: Posted by KeyBlue — 25 Mar 2017, 22:57


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2017-03-25T22:27:29+02:00 2017-03-25T22:27:29+02:00 /viewtopic.php?t=14267&p=145924#p145924 <![CDATA[Re: Trouble with script for prebuild bases]]>
warning: BeginSession() failed: Invalid posX passed in
stack traceback:
[C]: in function `CreateResourceBuildingNearest'
...unny_abyss.v0002\nine_phantom_bunny_abyss_script.lua(364): in function `SpawnBetterPreBuiltT2BasesV9'
...unny_abyss.v0002\nine_phantom_bunny_abyss_script.lua(64): in function `OnPopulate'
This is the error thrown in the game log.

Statistics: Posted by Avon — 25 Mar 2017, 22:27


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2017-03-25T22:26:26+02:00 2017-03-25T22:26:26+02:00 /viewtopic.php?t=14267&p=145923#p145923 <![CDATA[Trouble with script for prebuild bases]]>
I am trying to make a new 9 player map for the Phantom-X mod with a prebuild base setting.
For this setting I have an options script that allows the host to start the game with simple prebuild bases.
I am using a script by DUCK_42 as a basis (he uses it in the phantom bunny roanoke v9 and v 11 maps)

Here is my problem, the script works fine for bases 1,2,3-4,8 and 9, but not for 5,6 and 7.
bases 5,6 and 7 are located at the bottom of the map, but I have no idea if that influences anything.

These are the lines is giving trouble I think for the 3 bad locations.

I find the following error in the game.log

I think Duck42 hit the same trouble at some point, because in his v11 map he added the following code:


I want to do the same solution, but I have no idea how to find out if a mex position is "bad" and how to compensate the x and y coordinates.
I checked all my maps mex position and all are alligned correctly.

Anyone have any clue how I might even start solving this?

I already tried:
Replacing all the mex points on the troubled islands and
moving the army marker.

Thanks for any help.

Statistics: Posted by Avon — 25 Mar 2017, 22:26


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