Exit grids

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Max-Violence
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Exit grids

Post by Max-Violence »

So I've finally finished the tiles aspect of my current map and am starting piecing the rest of the map together, and I've already run into a bit of a problem.

I can't get the exit grid to go away.

I've always used a trigger to turn it off right at the start of the map (i.e. C: Always A: turn exit grids "off") and this is the first time I've had a problem. I've tried to use Blocking, put the action last instead of first, remove the action altogether, and I tried putting in an action to turn em on THEN off. Nothing works. WTF?

Better not be WinXP's fault...
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Post by OnTheBounce »

do you have the trigger to turn off the exit grid(s) in a trigger whose description reads, "before_first_tick"?

Also, add some of your other intended triggers. I noticed that when all you have trigger-wise is one to turn off the exit grids it often doesn't execute it for some strange reason.

Hopefully this isn't Win XP's fault...

OTB
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Post by Max-Violence »

OnTheBounce wrote:do you have the trigger to turn off the exit grid(s) in a trigger whose description reads, "before_first_tick"?
Yep. I usually don't, but this time I do. I usually have the desc something like "Starting Inits" or something similar. Doesn't work either way.
OTC wrote:Also, add some of your other intended triggers. I noticed that when all you have trigger-wise is one to turn off the exit grids it often doesn't execute it for some strange reason.
Yep. I have some "Add Objective" actions in there and they work fine. I've tried having the Togggle Exit Grid action first and last in the list of actions (usually I have it first).

Y'know, I just realized that I haven't rebooted my 'puter at all in the two weeks I've had WinXP on it... hmmmmm...
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Post by OnTheBounce »

Max-Violence wrote:Yep. I usually don't, but this time I do. I usually have the desc something like "Starting Inits" or something similar. Doesn't work either way.
There seems to be a lot of things in the ReadMe that supposedly have to be a certain way. However, I suspect what we got was a doc intended for the game designers who were supposed to be following certain conventions. Another example is the bit about Speech Nodes. You don't have to follow their conventions unless you are dealing w/a Holodisk's Speech Label, in which case it won't work unless you follow the convention. (I know this from personal experience and a couple of bloody clumps of hair that I had to vacuum up will attest to it. Once I got it figured out, though, I'm happy to say that I have made copious use of Holodisks in IOOI. :D )

Sounds like you may consider rebooting, though. Some of you people are crazy. I reboot my machine a couple of times and day, and when it's not in use its off. (This is part of the reason why I manage to squeak by w/electric bills ranging from $18.00 - $25.00, you know...)

OTB
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Post by Jimmyjay86 »

Lately, I've been forced to reboot my machine almost every hour thanks to an installation of the newer version of Internet Explorer which also has managed to screw up Windows Explorer. I am switching over to Netscape for the most part but may try Opera.
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Cheap Electric

Post by PaladinHeart »

OnTheBounce wrote: (This is part of the reason why I manage to squeak by w/electric bills ranging from $18.00 - $25.00, you know...)
OTB
You must use candles on a regular basis. Probably eat out all the time so there's no need for a refrigerator or stove. And mayb even only use your computer 5 hours a day? That's a nice electric bill.

Plus you either live in a year round warm climate, or bundle up considerably. Heating always costs quite a bit.

The cheapest my electric bill has even been was $50.

Plus a computer only has the same cost as that of a light bulb. Same as video gaming consoles.
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Post by Max-Violence »

That, and WinXP is a lot more stable than WinME ever will be :)

I rebewted and it still don't work. The good news is that since this is a single mission (albeit part of a series), I don't technically need an exit grid. Technically... but I would rather have the player choose to end the mission rather than end it for 'em (i.e. do some extra quests, fart around with the innocent townsfolk, etc.).

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Re: Cheap Electric

Post by OnTheBounce »

[TBC]-PaladinHeart wrote:You must use candles on a regular basis.
Candles only occassionally. If I'm not in a room, I see no reason to light it, though.
[TBC]-PaladinHeart wrote:Probably eat out all the time so there's no need for a refrigerator or stove.
No eating out, I'd be wasting any and all money I saved on electricity if I paid someone to cook for me. I have a gas stove (which will come in handy as a suicide option if I ever decide to check out) and don't keep my refrigerator overly full.
[TBC]-PaladinHeart wrote:And mayb even only use your computer 5 hours a day? That's a nice electric bill.
Most of the time it's a case of if I'm not asleep or at work the comp is on, so I'd say it's on longer than 5 hours/day. But you're right, it's a really nice electric bill. I sometimes enjoy showing it to friends who have kids since theirs is nowhere near as low as mine. :D
[TBC]-PaladinHeart wrote:Plus you either live in a year round warm climate, or bundle up considerably. Heating always costs quite a bit.
Both. I turned my heat on exactly zero times this winter. If I was cold I simply dressed appropriately, plus my two cats enjoy acting as live hot water bottles.
[TBC]-PaladinHeart wrote:Plus a computer only has the same cost as that of a light bulb. Same as video gaming consoles.
Perhaps, but every little bit helps.
Max_Violence wrote:I rebewted and it still don't work.
Try the following:

1) Delete the trigger to turn on the exit grids. Then make a fresh one.

If that doesn't work:

2) Open a "Tiles Only" version of your map and then add triggers, saving it as an alternate copy of your mis file.

OTB
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Post by requiem_for_a_starfury »

OnTheBounce wrote:Sounds like you may consider rebooting, though. Some of you people are crazy. I reboot my machine a couple of times and day, and when it's not in use its off. (This is part of the reason why I manage to squeak by w/electric bills ranging from $18.00 - $25.00, you know...)

OTB
Is that a monthly or quarterly bill?? Damn British weather I spend that much, just on heating, each month. : (
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Post by Jimmyjay86 »

Hmmm, I just paid $27 for elec and $47 for natural gas for February.
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Post by OnTheBounce »

requiem_for_a_starfury wrote:Is that a monthly or quarterly bill?? Damn British weather I spend that much, just on heating, each month. : (
That's a monthly bill.

Ah yes, that infamous British weather. Maybe I'll be getting a taste of that when I finish up w/"varsity". (That is, provided no more scandals break out in English universities over undeserving students paving their way toward a degree w/donations. Oxford slipped so far in my estimation when that happened...)

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Re: Cheap Electric

Post by Max-Violence »

Mr. Thrifty wrote:Try the following:

1) Delete the trigger to turn on the exit grids. Then make a fresh one.
Nope.
OffTheBounce wrote:2) Open a "Tiles Only" version of your map and then add triggers, saving it as an alternate copy of your mis file.
What good would THAT do? Even if it works, I'd have to replace every single freakin' ent in the whole map, and a soon as I replace the "problem entity," it won't work anymore!

Screw it, no exit grid for Revenge2...
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

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Post by Jimmyjay86 »

If you make your next map as hard as the others it won't frickin' matter if there is an exit grid!!

I'm joking!!
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Post by OnTheBounce »

Jimmyjay86 wrote:Hmmm, I just paid $27 for elec and $47 for natural gas for February.
:hehe: The landlord pays gas and water here.
Max-_-Violence wrote:What good would THAT do? Even if it works, I'd have to replace every single freakin' ent in the whole map, and a soon as I replace the "problem entity," it won't work anymore!
Well, that's what you get for doing your entity work before you had your exit grid up and running.

BTW, what are you talking about when you say "problem entity"?

Oh, another suggestion: try unflagging your exit grid tiles, then reflagging them. (Yes, I'm grasping at straws here.)

OTB
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Post by Max-Violence »

OnTheBounce wrote:BTW, what are you talking about when you say "problem entity"?
The entity that's causing the problem of the exit grids not working (I'm assuming that's why you suggested a tile-only try)
On_The-Bownce wrote:Oh, another suggestion: try unflagging your exit grid tiles, then reflagging them. (Yes, I'm grasping at straws here.)
Tried that already. A couple times.

Has anyone else had stubborn exit grids?
JJ86 wrote:If you make your next map as hard as the others it won't frickin' matter if there is an exit grid!!
Don't worry, JJ86, this one is a good bit easier than Revenge1 was.

Wuss!
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At the darkness inside.
Our emotions always find us
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Post by requiem_for_a_starfury »

I assume you've double checked the tile flags, and updated the tiles.

Have you tried the map out on another machine or tried adding new exit grids to existing maps?
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Post by OnTheBounce »

Max-Violence wrote:The entity that's causing the problem of the exit grids not working (I'm assuming that's why you suggested a tile-only try)
Actually, it's a bad suggestion. I was thinking that perhaps there was something loused up w/the trigger section of that map. However, a "Tiles Only" version of the map is basically anything and everything except entities, so it's not a solution.
Max-Violence wrote:Has anyone else had stubborn exit grids?
Nope, just you. The FoT mapping fairies/faeries have evidently taken a dislike to you. This probably has something to do w/your having butchered my name at some time in the past. ;)

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Post by Max-Violence »

OnTheBounce wrote:
Max-Violence wrote:Has anyone else had stubborn exit grids?
Nope, just you. The FoT mapping fairies/faeries have evidently taken a dislike to you. This probably has something to do w/your having butchered my name at some time in the past. ;)
If that's the case, then I'd back up all my FOT mapping stuff right now if I were you :P

So far, I'm going with the "no exit grid" approach... hopefully I can either get 'em to work or figure out a non-lame way of ending the map by the time I "finish" the map. Hopefully...

EDIT: Well, I dunno how I fixed the exit grid, but I did. All I did was put some variable initializations (damn that's a hard word to spell...) in the same trigger as the "toggle exit grids" action, and it works now.

Wierd.
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At the darkness inside.
Our emotions always find us
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Post by requiem_for_a_starfury »

Max-Violence wrote: If that's the case, then I'd back up all my FOT mapping stuff right now if I were you :P
Hehe I was just about to suggest that to OTB as well : ).
Max-Violence wrote:EDIT: Well, I dunno how I fixed the exit grid, but I did. All I did was put some variable initializations (damn that's a hard word to spell...) in the same trigger as the "toggle exit grids" action, and it works now.

Wierd.
Isn't that basically what OTB suggested in the first place??? : )
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Post by Max-Violence »

requiem_for_a_starfury wrote:Isn't that basically what OTB suggested in the first place??? : )
Yes, his suggestion was to put some other actions in addition to the "Toggle Exit Grids" action, but I already had some "Add Objective" actions in there. Maybe they just weren't good enough for the game :)
Closing our eyes forces us to look
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Our emotions always find us
Regardless of where we hide.

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