daddy7860 Posted September 3, 2011 Author Share Posted September 3, 2011 Oh forgot to mention, this happens on levels where you start with no base, like the first level and "split down the middle" Link to comment Share on other sites More sharing options...
McJobless Posted September 3, 2011 Share Posted September 3, 2011 On 9/3/2011 at 5:58 AM, daddy7860 said: Oh forgot to mention, this happens on levels where you start with no base, like the first level and "split down the middle" That's...wut. As much as I'd like to say "AH-HUH!", that only adds to the confusion. Presumably though it's because...THE RAIDERS THAT START THERE! AH-HUH! In these levels folders, goto the .ol file. Change the "Pilot" entries to the Geologist or whatever Raider you made as the top dependency. Does that work? Link to comment Share on other sites More sharing options...
daddy7860 Posted September 3, 2011 Author Share Posted September 3, 2011 I made nothing as the top dependency lol I just removed the pilot dependency all together, and it works perfectly, plus I commented out the dependencies that ended up with nothing such as the tool store and power paths. But you said I should change the raiders in the ol so i'll see if that works Edit: Alright when I started Driller Night with 3 geologists instead of pilots, they instantly teleported out and I failed the mission going "what duh fuuu....?" LOL what just happened there? Link to comment Share on other sites More sharing options...
Cirevam Posted September 3, 2011 Share Posted September 3, 2011 A level is considered failed if there are no visible Pilots and there are no visible Tool Stores. You'll either have to edit the NERPS file of the level you're testing or you can swap the names for the Geologist and Pilot so the game reads the raider as a Pilot but the player sees it as a Geologist. Link to comment Share on other sites More sharing options...
McJobless Posted September 3, 2011 Share Posted September 3, 2011 On 9/3/2011 at 8:31 PM, Cirevam said: A level is considered failed if there are no visible Pilots and there are no visible Tool Stores. You'll either have to edit the NERPS file of the level you're testing Ah, I forgot that whole NERPS thing. Yeah, get Cyrem's NPL scripter, open up the .nrm (I think that's the one you are supposed to compile), find the lines about"GetMiniFiguresOnLevel" and recompile the script (.npl). That'll fix it, I hope. Link to comment Share on other sites More sharing options...
daddy7860 Posted September 3, 2011 Author Share Posted September 3, 2011 I tried the Split down the middle level and it worked so it's only the driller night level where I instantly fail... so you were saying about NERPS? lol I'll try the NERPS thing too Link to comment Share on other sites More sharing options...
daddy7860 Posted September 5, 2011 Author Share Posted September 5, 2011 ALright I tried the NERPS thing and it didn't do anything, any other suggestions? it's only for the level "Driller Night" btw Link to comment Share on other sites More sharing options...
McJobless Posted September 5, 2011 Share Posted September 5, 2011 On 9/5/2011 at 12:52 AM, daddy7860 said: ALright I tried the NERPS thing and it didn't do anything, any other suggestions? it's only for the level "Driller Night" btw hmm...if it works on every other level, then this confuses me a little. Driller Night is different, but not THAT much...can you paste the contents or the NRM/NRN that you compiled and tried? Link to comment Share on other sites More sharing options...
daddy7860 Posted September 7, 2011 Author Share Posted September 7, 2011 ;;;;;;;;;;;;;;;;;;;;; ; NERPs Source File ; ;;;;;;;;;;;;;;;;;;;;; ; Generated ; "Sep 21 1999" ;;;;;;;;;;;;;;;;;;;;; ; Stamp it here: "22:53:19": ;;;;;;;;;;;;;;;;;;;;; GetObjectiveSwitch ? SetMessagePermit 0 GetObjectiveSwitch ? :SkippedSkip GetObjectiveShowing = 1 ? :Skip SkippedSkip: TRUE ? SetMessageTimerValues 1000 1000 10000 TRUE ? AddR0 1 TRUE ? SetR6 0 TRUE ? :end Wbe: GetMessageTimer > 0 ? Stop TRUE ? SetTimer0 0 TRUE ? SetR0 0 TRUE ? AddR5 1 Stop Skip: TRUE ? SetTutorialFlags 4095 TRUE ? SetMessagePermit 1 TRUE ? SetTimer0 0 TRUE ? SetTimer1 0 TRUE ? SetTimer2 0 TRUE ? SetR0 0 TRUE ? SetR1 0 TRUE ? SetR5 0 TRUE ? SetR7 1 TRUE ? CameraUnlock Stop Next: TRUE ? AddR3 1 Clear: TRUE ? SetR0 0 TRUE ? SetTimer0 0 TRUE ? AddR7 GetR5 TRUE ? SetR5 0 Stop finish: Stop Complete: GetMessageTimer > 0 ? Stop TRUE ? SetLevelCompleted Stop end: TRUE ? SetTutorialFlags 0 GetCrystalsCurrentlyStored > 4 ? SetR3 5 GetMiniFiguresOnLevel > 0 ? :canrebuild GetToolStoresBuilt = 0 ? canrebuild canrebuild: TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :Init/ Init: { TRUE ? SetMessagePermit 1 TRUE ? SetR1 0 } TRUE ? :Next Init/: TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :WaitForToolstore/ WaitForToolstore: { GetToolStoresBuilt = 0 ? Stop TRUE ? SetMessagePermit 0 TRUE ? SetMessage 6 1 TRUE ? SetCameraGotoTutorial 1 } TRUE ? :Next WaitForToolstore/: TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :PlayMessage1/ PlayMessage1: { GetMessageTimer > 0 ? Stop TRUE ? SetMessagePermit 1 } TRUE ? :Next PlayMessage1/: TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :WaitForCrystal/ WaitForCrystal: { GetCrystalsCurrentlyStored = GetR1 ? Stop TRUE ? SetMessagePermit 0 TRUE ? SetR1 GetCrystalsCurrentlyStored TRUE ? SetMessage GetR1 1 } TRUE ? :Next WaitForCrystal/: TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :PlayMessage2/ PlayMessage2: { GetMessageTimer > 0 ? Stop TRUE ? SetMessagePermit 1 TRUE ? SetR3 3 GetCrystalsCurrentlyStored > 4 ? :cestfini Stop cestfini: TRUE ? SetTimer1 0 } TRUE ? :Next PlayMessage2/: TRUE ? AddR6 1 TRUE ? SetR2 1 TRUE ? AddR2 GetR3 GetR2 != GetR6 ? :PauseBaforeEnd/ PauseBaforeEnd: { GetTimer1 < 5000 ? Stop TRUE ? SetLevelCompleted } TRUE ? :Next PauseBaforeEnd/: Link to comment Share on other sites More sharing options...
McJobless Posted September 8, 2011 Share Posted September 8, 2011 Remove the line "GetMiniFiguresOnLevel > 0 ? :canrebuild" and see if that changes anything. Link to comment Share on other sites More sharing options...
daddy7860 Posted September 9, 2011 Author Share Posted September 9, 2011 I'm sure that would prevent me from failing the level, but then I couldn't get anything done, so how do I prevent them from teleporting out in the first place? Link to comment Share on other sites More sharing options...
Cirevam Posted September 9, 2011 Share Posted September 9, 2011 How does removing part of a failure condition prevent you from getting stuff done? Seriously. If you want a workaround for now, activate debug keys, go into any level and turn off NERPS (press F12 until NoNERPS appears in the top corner) then go into the level you're testing. NERPS will still be disabled, so you won't fail the level immediately. Then play through your level until you think you've met the victory conditions and turn NERPS on again. Link to comment Share on other sites More sharing options...
daddy7860 Posted September 11, 2011 Author Share Posted September 11, 2011 Cirevam, the rock raiders I start with teleport out immediately and that's why I fail, I'm trying to prevent them from teleporting Link to comment Share on other sites More sharing options...
Lair Posted September 11, 2011 Share Posted September 11, 2011 On 9/9/2011 at 6:00 AM, Cirevam said: activate debug keys, go into any level and turn off NERPS (press F12 until NoNERPS appears in the top corner) then go into the level you're testing. NERPS will still be disabled, so you won't fail the level immediately. Oh daddy, I'm so happy you can read I could just dddddddd Link to comment Share on other sites More sharing options...
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