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Bug in Angel & Maria bounty hunter quest[message #365615] Sat, 05 August 2023 18:16 Go to next message
DSmidgy is currently offline DSmidgy

 
Messages:22
Registered:July 2007
When I got a Angel & Maria bounty hunter (BH) quest (kill 2 groups of BHs, 5 persons in each BH group), I cannot complete the quest. One BH group was spawned in B12. And one of those 5 HB was spawned in the middle of the cornfield on the bottom-right. I have tried multiple times, I think it's scripted because on the 1st group 1 BH was also positioned away from the others. You can't shoot that person (all shots are a miss). You can't throw a grenade at him (does not hurt the BH). The simplest solution would be to exclude the sector from the quest list.
Best regards, D.

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Private 1st Class
Re: Bug in Angel & Maria bounty hunter quest[message #365616 is a reply to message #365615] Sat, 05 August 2023 20:26 Go to previous messageGo to next message
DSmidgy is currently offline DSmidgy

 
Messages:22
Registered:July 2007
There is a file strategicmap.lua, where the spawn conditions are set. For B14 it is coded like so:
-- dont spawn in deep water
if (sSectorX == 14 and sSectorY == 2) then
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			16533, hostile)
else
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			13557, hostile)
end
So probably those numbers must also be added for B12 so the BT does not get spawned in the cornfield.

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Private 1st Class
Re: Bug in Angel & Maria bounty hunter quest[message #365617 is a reply to message #365616] Sat, 05 August 2023 20:49 Go to previous messageGo to next message
DSmidgy is currently offline DSmidgy

 
Messages:22
Registered:July 2007
I changed the code to specified below. I do not know what this numbers (gridNo in the map) mean, but maybe it's because the water on B14 is at the same place as corn field in B12.
-- dont spawn in deep water
if ((sSectorX == 12 or sSectorX == 14) and sSectorY == 2) then
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			16533, hostile)
else
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			13557, hostile)
end

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Private 1st Class
Re: Bug in Angel & Maria bounty hunter quest[message #365622 is a reply to message #365616] Sun, 06 August 2023 09:07 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
DSmidgy wrote on Sat, 05 August 2023 20:26
There is a file strategicmap.lua, where the spawn conditions are set. For B14 it is coded like so:
-- dont spawn in deep water
if (sSectorX == 14 and sSectorY == 2) then
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			16533, hostile)
else
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			13557, hostile)
end
So probably those numbers must also be added for B12 so the BT does not get spawned in the cornfield.
That's not exactly what's going on.

The "--don't spawn in deep water" is just a comment

The part where sector_hunter1 and sector_hunter2 as well as possible spawn locations are defined is in Quests.lua

The hunters are allways spawned at the same GridNo, only when the sector becomes B14, the GridNo is changed to avoid them being placed in water, since the usual GridNo (used in the lines above) would be in water in B14

That's not true for B12, they won't spawn in water.

I don't know why you couldn't kill him, I don't see any cover provided. But if you realy want to change the location for B12 spawns of hunters, please don't just use a GridNo from another map.
The GridNo is the exact location of a tile on map. so better check if the ones you've used, 16533 and 13557 are valid at B12. Open mapeditor to look it up, or activate "print" in ini. if that's set true, you can press "f" ingame to see the GridNo. Check if there isn't a wall, tree, inside of cliff or any other unpassable thing.

I had no problem killing them anywhere, bigger problem was to be fast enough before time limit has runned out

Also, keep in mind that the GridNo in lua apply to standard 1.13-maps. If you use a mod that changes maps, you have to check all involved GridNo

[Updated on: Sun, 06 August 2023 09:31]




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Master Sergeant
Re: Bug in Angel & Maria bounty hunter quest[message #365675 is a reply to message #365622] Sun, 20 August 2023 10:48 Go to previous messageGo to next message
DSmidgy is currently offline DSmidgy

 
Messages:22
Registered:July 2007
I made a test again. GridNo 13557 is located in B12, in the cornfield - exactly where the problematic BH is spawned.
So the code "CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)" is causing the problem - it puts a BH on a corn stock.

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Private 1st Class
Re: Bug in Angel & Maria bounty hunter quest[message #365679 is a reply to message #365675] Mon, 21 August 2023 01:44 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
DSmidgy wrote on Sun, 20 August 2023 10:48
I made a test again. GridNo 13557 is located in B12, in the cornfield - exactly where the problematic BH is spawned.
So the code "CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 13557, hostile)" is causing the problem - it puts a BH on a corn stock.

I'm gonna check wether that gridNo is might be troublesome in other possible sectors as well and will edit the lua-script for all of them if so.
Will report back here when I've committed it to gamedir (so that it will be in release), thanks.



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Master Sergeant
Re: Bug in Angel & Maria bounty hunter quest[message #365680 is a reply to message #365679] Mon, 21 August 2023 04:04 Go to previous messageGo to next message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany


B8 also had an invalid spawn location (a bush at the same GridNo)

committed to gitHub, will be in next release of latest 1.13 available there

adjusted strateticmap.lua like that:

-- dont spawn in deep water (B14) 
if (sSectorX == 14 and sSectorY == 2) then
        CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			16533, hostile)
-- dont spawn in bush (B8) 
elseif 	(sSectorX == 8 and sSectorY == 2) then
	CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			13239, hostile)
-- dont spawn in cornfield (B12)
elseif 	(sSectorX == 12 and sSectorY == 2) then
        CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			13860, hostile)
-- spawn at common GridNo in all other possible sectors
else
        CreateArmedCivilain(CivGroup.BOUNTYHUNTER_CIV_GROUP, SoldierClass.SOLDIER_CLASS_ELITE, 			13557, hostile)



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Master Sergeant
Re: Bug in Angel & Maria bounty hunter quest[message #365683 is a reply to message #365680] Mon, 21 August 2023 19:47 Go to previous messageGo to next message
Asdow is currently offline Asdow

 
Messages:141
Registered:August 2010
Hmm.. Spawn code like that should have some sort of failsafe where it looks for a suitable gridno close by if it fails on the designated gridno.

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Sergeant
Re: Bug in Angel & Maria bounty hunter quest[message #365684 is a reply to message #365683] Mon, 21 August 2023 20:46 Go to previous message
Kitty

 
Messages:473
Registered:October 2017
Location: Germany
I checked all the GridNo with mapEditor, realy hope I didn't miss something

I only added B8 and B12, the rest of the possible sectors looked fine, no obstacles, no inpassable area, etc

And in case of B12, it realy was in the middle of a cornfield (unpassable), so next free gridNo was rather far away

[Updated on: Mon, 21 August 2023 20:49]




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