fun Posted February 16, 2012 Share Posted February 16, 2012 Ok so i am busy making my overhaul yes i am tired and want to go to bed :ZZZZZZZZ any ways this is my script for levels 27 & 29 Level 27 ;Main Level Function TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 TRUE ? SetR1 0 GetToolStoresBuilt = 0 ? AddR1 1 GetMiniFiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail TRUE ? SetR2 0 GetLevel1PowerstationsBuilt = 1 ? AddR2 1 GetCrystalsCurrentlyStored = 15 ? AddR2 1 GetR2 = 2 ? SetLevelCompleted TRUE ? CameraUnlock Lv 29 ;Main Level Function TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 TRUE ? SetR1 0 GetToolStoresBuilt = 0 ? AddR1 1 GetMiniFiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail GetOxygenLevel = 0 ? SetLevelFail TRUE ? SetR2 0 GetPoweredBarracksBuilt = 1 ? AddR2 1 GetCrystalsCurrentlyStored = 30 ? AddR2 1 GetR2 = 2 ? SetLevelCompleted TRUE ? CameraUnlock But the levels want complete every thing is right there is no errors or bugs so everything should work fine' Please help Thanks. Link to comment Share on other sites More sharing options...
Addictgamer Posted February 16, 2012 Share Posted February 16, 2012 For the first script, the Level1 part might be throwing it off. However, first fix the mistakes I pointed out below before messing around with this. Also, for GetLevel1PowerstationsBuilt = 1 ? AddR2 1 GetCrystalsCurrentlyStored = 15 ? AddR2 1 and GetPoweredBarracksBuilt = 1 ? AddR2 1 GetCrystalsCurrentlyStored = 30 ? AddR2 1 You should use >= instead of =, since once you get more than 30 crystals or 1 powered support station, for example, the level is unbeatable until you lower the numbers as needed. Link to comment Share on other sites More sharing options...
fun Posted February 16, 2012 Author Share Posted February 16, 2012 For the first script, the Level1 part might be throwing it off. However, first fix the mistakes I pointed out below before messing around with this. Also, for GetLevel1PowerstationsBuilt = 1 ? AddR2 1 GetCrystalsCurrentlyStored = 15 ? AddR2 1 and GetPoweredBarracksBuilt = 1 ? AddR2 1 GetCrystalsCurrentlyStored = 30 ? AddR2 1 You should use >= instead of =, since once you get more than 30 crystals or 1 powered support station, for example, the level is unbeatable until you lower the numbers as needed. Ok i took your suggestion and did this Lv 29 ;Main Level Function TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 TRUE ? SetR1 0 GetToolStoresBuilt = 0 ? AddR1 1 GetMiniFiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail GetOxygenLevel = 0 ? SetLevelFail TRUE ? SetR2 0 GetPoweredBarracksBuilt > 0 ? AddR2 1 GetCrystalsCurrentlyStored > 29 ? AddR2 1 GetR2 = 2 ? SetLevelCompleted TRUE ? CameraUnlock Lv 27 ;Main Level Function TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 TRUE ? SetR1 0 GetToolStoresBuilt = 0 ? AddR1 1 GetMiniFiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail TRUE ? SetR2 0 GetPowerstationsBuilt > 0 ? AddR2 1 GetCrystalsCurrentlyStored > 14 ? AddR2 1 GetR2 = 2 ? SetLevelCompleted TRUE ? CameraUnlock So i replaced the ='s with >'s so should it be okay now. Link to comment Share on other sites More sharing options...
Addictgamer Posted February 16, 2012 Share Posted February 16, 2012 Ok i took your suggestion and did this Lv 29 -snip- Lv 27 -snip-[/code] So i replaced the ='s with >'s so should it be okay now. And lowered the values by one to account for the >. Good, it should work. If it doesn't, well, I'll take a closer look at it. Link to comment Share on other sites More sharing options...
fun Posted February 16, 2012 Author Share Posted February 16, 2012 Ok i took your suggestion and did this Lv 29 -snip- Lv 27 -snip-[/code] So i replaced the ='s with >'s so should it be okay now. And lowered the values by one to account for the >. Good, it should work. If it doesn't, well, I'll take a closer look at it. Thanks i will let you know soon :) Link to comment Share on other sites More sharing options...
fun Posted February 16, 2012 Author Share Posted February 16, 2012 Ok i took your suggestion and did this Lv 29 -snip- Lv 27 -snip-[/code] So i replaced the ='s with >'s so should it be okay now. And lowered the values by one to account for the >. Good, it should work. If it doesn't, well, I'll take a closer look at it. nope did not work well any more help or from any one is Appericatted. video for proof that it did not work [media] [/media] Link to comment Share on other sites More sharing options...
Addictgamer Posted February 17, 2012 Share Posted February 17, 2012 Which NPL were you using for this? The only problem I can see is the naming of the buildings. Additionally, I didn't see a single building in that video. Did you forget about the buildings requirement? Second of all, are you sure your NPLs are working at all? Maybe the game's using a different NPL, or you're forgetting to recompile. Link to comment Share on other sites More sharing options...
fun Posted February 17, 2012 Author Share Posted February 17, 2012 Which NPL were you using for this? The only problem I can see is the naming of the buildings. Additionally, I didn't see a single building in that video. Did you forget about the buildings requirement? Second of all, are you sure your NPLs are working at all? Maybe the game's using a different NPL, or you're forgetting to recompile. well yes i am sure they work well partially for example the no tool store/ raider part fails the level just fine same gose for oxygen i unlock the camera and can move just fine only the completion part dose not work oh here is some parts of my cfg Level27 { FullName Lv2.Power_house ;EndGameAVI1 AVI\outro1.avi ;EndGameAVI2 AVI\outro2.avi AllowRename TRUE RecallOLObjects TRUE GenerateSpiders TRUE ;FrontEndOpen TRUE ;DisableStartTeleport TRUE ;Video Avi\mbats.avi ; Amount of time before an emerge trigger can be reused. 1500 specifies 1 minute. EmergeTimeOut 3000.0 ;;;;; SURFACE TYPE ;;;;; BoulderAnimation ROCK MenuBMP Levels\GameLevels\Level27.bmp,Levels\GameLevels\GLevel27.bmp,Levels\GameLevels\Level27G.bmp TextureSet Textures::ROCK RockFallStyle ROCK EmergeCreature ROCKMonster ;;;;; SURFACE TYPE ;;;;; BlockSize 40 DigDepth 40 RoughLevel 6 RoofHeight 40 UseRoof YES SelBoxHeight 10 FogColourRGB 149:29:1 ;Lava Fog HighFogColourRGB 190:60:0 ;Lava Fog FogRate 20 SurfaceMap Levels\GameLevels\Level27\High.map PredugMap Levels\GameLevels\Level27\Dugg.map TerrainMap Levels\GameLevels\Level27\Surf.map CryoreMap Levels\GameLevels\Level27\Cror.map SafeCaverns TRUE NextLevel Levels::Level28 LevelLinks Levels::Level28 OListFile Levels\GameLevels\Level27\27.ol PTLFile Levels\GameLevels\Level27\27.ptl NERPFile Levels\GameLevels\Level27\27.npl NERPMessageFile Levels\GameLevels\Level27\27.txt ObjectiveText Languages\ObjectiveText.txt ObjectiveImage640x480 Interface\BriefingPanel\BriefingPanel.bmp,76,100 ErodeTriggerTime 60 ErodeErodeTime 7 ErodeLockTime 300 ; OxygenRate 40 FrontEndX 140 FrontEndY 85 Priorities { AI_Priority_Construction TRUE AI_Priority_Ore TRUE AI_Priority_Crystal TRUE AI_Priority_Clearing TRUE AI_Priority_Destruction TRUE AI_Priority_GetIn TRUE AI_Priority_Repair TRUE AI_Priority_Reinforce TRUE AI_Priority_Recharge TRUE } Reward { Enable TRUE Modifier 5 Importance { Crystals 30 Constructions 45 Caverns 20 Timer 10 } Quota { Crystals 15 Constructions 3 Timer 1500 Caverns 3 } } } Level29 { FullName Lv4.Air_Time ;EndGameAVI1 AVI\outro1.avi ;EndGameAVI2 AVI\outro2.avi AllowRename TRUE RecallOLObjects TRUE GenerateSpiders TRUE ;FrontEndOpen TRUE ;DisableStartTeleport TRUE ;Video Avi\mbats.avi ; Amount of time before an emerge trigger can be reused. 1500 specifies 1 minute. EmergeTimeOut 3000.0 ;;;;; SURFACE TYPE ;;;;; BoulderAnimation ICE MenuBMP Levels\GameLevels\Level29.bmp,Levels\GameLevels\GLevel29.bmp,Levels\GameLevels\Level29G.bmp TextureSet Textures::ICE RockFallStyle ICE EmergeCreature IceMonster ;;;;; SURFACE TYPE ;;;;; BlockSize 40 DigDepth 40 RoughLevel 6 RoofHeight 40 UseRoof YES SelBoxHeight 10 FogColourRGB 149:29:1 ;Lava Fog HighFogColourRGB 190:60:0 ;Lava Fog FogRate 30 SurfaceMap Levels\GameLevels\Level29\High.map PredugMap Levels\GameLevels\Level29\Dugg.map TerrainMap Levels\GameLevels\Level29\Surf.map CryoreMap Levels\GameLevels\Level29\Cror.map ;PathMap Levels\GameLevels\Level29\Path.map ;FallinMap Levels\GameLevels\Level29\Fall.map SafeCaverns TRUE NextLevel Levels::Level30 LevelLinks Levels::Level30 OListFile Levels\GameLevels\Level29\29.ol PTLFile Levels\GameLevels\Level29\29.ptl NERPFile Levels\GameLevels\Level29\29.npl NERPMessageFile Levels\GameLevels\Level29\29.txt ObjectiveText Languages\ObjectiveText.txt ObjectiveImage640x480 Interface\BriefingPanel\BriefingPanel.bmp,76,100 ErodeTriggerTime 60 ErodeErodeTime 7 ErodeLockTime 300 OxygenRate 4 FrontEndX 425 FrontEndY 76 Priorities { AI_Priority_Construction TRUE AI_Priority_Crystal TRUE AI_Priority_Ore TRUE AI_Priority_Clearing TRUE AI_Priority_Destruction TRUE AI_Priority_GetIn TRUE AI_Priority_Repair TRUE AI_Priority_Reinforce TRUE AI_Priority_Recharge TRUE } Reward { Enable TRUE Modifier 5 Importance { Crystals 20 Constructions 70 Caverns 8 Oxygen 2 ;Timer 5 } Quota { Crystals 30 Constructions 4 ;Timer 2000 Caverns 5 } } } Link to comment Share on other sites More sharing options...
Addictgamer Posted February 17, 2012 Share Posted February 17, 2012 Ok. Which NPL were you using for this? The only problem I can see is the naming of the buildings. Additionally, I didn't see a single building in that video. Did you forget about the buildings requirement? What about this? Link to comment Share on other sites More sharing options...
fun Posted February 17, 2012 Author Share Posted February 17, 2012 Ok. Which NPL were you using for this? The only problem I can see is the naming of the buildings. Additionally, I didn't see a single building in that video. Did you forget about the buildings requirement? What about this? nope i did not forget the buildings if you look closely in the video you can see that one of my crystals are white/powered that proves that i have a power station in the level. Link to comment Share on other sites More sharing options...
Addictgamer Posted February 17, 2012 Share Posted February 17, 2012 The only thing I can think of is that you changed the powerstation's and support station's names in the CFG. Doing that would make the respective nerps functions do nothing. Another idea is to mess around with what power station and support station nerps functions you're using to check. Link to comment Share on other sites More sharing options...
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