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Test Campaign (with map!)
Posted: Fri Jun 28, 2002 3:03 pm
by JaTe
Hey,
I've got a short test campaign I'd like someone to look at for me. It's basically the start of what will hopefully be a 5 to 6 mission campaign.
So far it's got 3 sites, 9 badguys, a Holodisk and 1 special encounter!
If anyone's interested I'll see about getting it uploaded somewhere.
Posted: Tue Jul 02, 2002 7:43 am
by Max-Violence
I'd love to help testing your map, but I'm waist-deep in my own campaign. Perhaps OTB could lend a hand, since he has so much time on his hands?
Posted: Tue Jul 02, 2002 8:18 am
by OnTheBounce
Max-Violence wrote:Perhaps OTB could lend a hand, since he has so much time on his hands?
You should change your sig to "Remember, no one likes Max_Violence." :mrgreen:
Seriously JaTe, I'd like to help, but I'm swamped w/my own material.
OTB
Posted: Tue Jul 02, 2002 10:44 am
by JaTe
I found a big problem with the campaign when I moved it to a different computer. When I get that problem worked out and add a map I've been working on I'll send it along, or upload it to this site, I found a friend to playtest it, but I may need more.
Posted: Tue Jul 02, 2002 6:32 pm
by Jimmyjay86
Playtesting is very time consuming for a one-map mission. I am continuously testing things as I work on specific areas so that I do not not have to go back and try to debug later on. Then I write down a checklist of things to fix when I get back in the editor. I think I have filled about a dozen pages of checklist items.
By the way, I've been putting in some productive map time in the past couple of days.....
Posted: Tue Jul 02, 2002 9:25 pm
by OnTheBounce
JaTe wrote:I found a big problem with the campaign when I moved it to a different computer.
I hope for your sake that the problem isn't that the tiles aren't displaying. If that's the case you probably unzipped them incorrectly (i.e. in the wrong directory) and your maps will have to be rebuilt from the ground up. Ask Max-Violence about that one, it killed his first SP mission, "RoboCentral", which he still hasn't reworked and released to this day.
OTB
Posted: Wed Jul 03, 2002 12:33 am
by Max-Violence
OnTheBounce wrote: Ask Max-Violence about that one, it killed his first SP mission, "RoboCentral", which he still hasn't reworked and released to this day.
Just when I almost forgot about that, you had to go and...
But yea, JaTe, hope that isn't the problem. Trust me.
JaTe, does the problem involve player indecies that you Deactivate using a trigger, but they're not really deactivated? I've had that problem as well, and the best way to fix it is to make a separate team for the deactivated PI's and throw in some triggers to change the team of the PI's so they don't shoot at the PCs when deactivated
You can ask Endocore about that one - he was the first to report the problem to me.
JJ86 wrote: By the way, I've been putting in some productive map time in the past couple of days.....
I was just about to ask you how things were going... :mrgreen:
Posted: Wed Jul 03, 2002 12:56 am
by Jimmyjay86
MV wrote:I was just about to ask you how things were going...
Yep, it's shaping up. As soon as I finish the Quartz map, I am going to try and figure out how to slap it together in a mini-campaign with the Rail-Nomads camp and the starting Desert Ranger Center. Both of those maps are almost complete. Then I have to a final round of play-testing.
Posted: Wed Jul 03, 2002 1:06 am
by OnTheBounce
Max-Violence wrote:Just when I almost forgot about that, you had to go and...
Would you like some lemon juice in that cut to go with the salt?
Max-Violence wrote:...[D]oes the problem involve player indecies that you Deactivate using a trigger, but they're not really deactivated? I've had that problem as well, and the best way to fix it is to make a separate team for the deactivated PI's and throw in some triggers to change the team of the PI's so they don't shoot at the PCs when deactivated.
I've never encountered that one, m'self. I do use a deactivated dummy index - usually labeled "fakes" or something similar - in those few instances where I use clones, but that's about it. An example of clone use would be when I don't want a person to be able to barter before something happens, like in my first bunker mission where you have to talk to the Assistant QM before you can deal w/the QM himself I simply have two entities that are toggled between the QM's index and the "fake" index. The funny thing is that if you're watching the map poriton of the dialogue (diatribe, actually) screen you can see the QM switching position as the clones are switched.
OTB
Posted: Wed Jul 03, 2002 2:26 pm
by JaTe
Max-Violence wrote:JaTe, does the problem involve player indecies that you Deactivate using a trigger, but they're not really deactivated? I've had that problem as well, and the best way to fix it is to make a separate team for the deactivated PI's and throw in some triggers to change the team of the PI's so they don't shoot at the PCs when deactivated
It's not the tile thing and it's not that problem. One of the maps isn't loading. It says it can't find it, but it's RIGHT THERE! I think I just need to reload the data and remake the .cam file.