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Hell_Hound
12-01-2003, 10:24 PM
A bachelor's degree in digital logic design, and I can't make this work. Mayday!

Situation: In one of the 29th's gun camp scenarios, the blue player is in a Leopard on a hill. Red targets come out of hiding one after the other, and get blown up.

Red's 1-1/A, a blind M1A1, has a programmed route.

1-1/B, an impotent T-72, embarks when 1-1/A strength is < 1 member. That always works.

1-1/C, a blind M1A1, embarks when 1-1/B strength is < 1 member. That always works.

1/D, a platoon of three blind T-72s, embarks when 1-1/C strength is < 1 member. That always works.

1-1/E, a blind M1A1, is supposed to embark when 1/D strength is < 1 member.

1-1/E embarks correctly in single player, but not in multiplayer.

Any clue where this discrepancy is coming from? I've tried setting 1-1/E's embark condition to things like "1/D strength < 3 members" or even "1/D is under direct fire" but I can't get that bugger to move in multiplayer unless a Red player puts him on the route.


Another funny phenomenon: In single player, engagement times are computed properly for the shooter. In multiplayer there's always a "Penalty - no shots taken" message, even if 100% of enemy are destroyed.

I assume this is because the blind blue Leopards wandering about (you get penalized for fratting them) are considered players in MP mode - but even if they are, if the human player eventually shoots every target shouldn't there be a finite engagement time for the blue team?

Dewman
12-02-2003, 12:28 AM
maybe upload the SCE so we can take a look at the logic you have :)

GaryOwen
12-02-2003, 05:20 AM
Do you have a Red observer in 1-1/E from the get go? If so, try having him start in one of the other units to see if that causes the other unit to require a proceed command. You might try locking the Red observer into the gunner's and F8 positions.

Another question: Are the blind Blue Leos owned by the player or the computer? If they are owned by the player you might try switching them to computer controlled only.

Hell_Hound
12-02-2003, 05:49 AM
I just uploaded the scenario - it's in single player/simple planning, and it's called Static Shoot.

In single player mode the scoring is wiggy, and in MP I think you'll find the E company vehicle never budges. Any suggestions would be much appreciated.

delaney
12-02-2003, 05:57 PM
I took a quick look at the mission, and it appears that E co is embarking, but it stops moving because it encounters a blue unit at very close range. Even with assault tactics, a unit will stop to engage an enemy if the enemy is extremely close. Since E co is impotent, it cannot kill the the enemy, and there is an impasse. You could solve the problem by either moving the blue unit farther away from the path of the red unit, or by making the red unit (E co) blind.

I also noticed that there are two conditions for E to embark, one of which is redundant the way you have the mission set up.

I hope that helps ;)

Al

Hell_Hound
12-02-2003, 06:27 PM
I'll check it again - maybe I should delete that unit and start from scratch.

I'd considered the impotent thing and switched E to blind, but the problem persisted. The redundancy was because I was getting exasperated and tried creating half a dozen sufficient conditions, all OR-ed together. :roll:

I appreciate you checking it - I'll print this thread out and keep it at hand as I check my logic again very, very carefully.

delaney
12-02-2003, 06:38 PM
One other thing: I tried it in multiplayer, but with only one player (me) in the game. Does the problem exist in this case, or do you need to have at least two players in the game to see the problem?

Al

Hell_Hound
12-02-2003, 06:41 PM
Yes - when Blue is the only player in a multiplayer session, E never embarks.

For me, anyway. It'll probably work perfectly for you and I'll look like a total choad. :)

(Why was I playing it as a one-man multiplayer? Because all the other 29th Armor guys played it in multiplayer mode, and I wanted my scores to be comparable with theirs. The aforementioned difference in engagement time computation meant that playing it in single-player gave huge differences in the score.)

Dewman
12-02-2003, 06:43 PM
Well I see the Man is all over it :)
Should be cleared up soon .

delaney
12-03-2003, 02:08 AM
After further investigation, I think you've uncovered a bug! There appears to be some problems in multiplayer games in which there are player-controlled units on a side (red or blue) but no human players on that side. I hope I've fixed the problems now, but this fix will only show up in SB2, since we're not releasing any further patches to SB1.

The work-around for your mission would be to change the ownership of all the red units from "player controlled" to "computer controlled" in the mission editor. That should fix the problem. (Please let me know if it does not.) This is not a very satisfactory work-around because it means that a mission with player controlled units on both sides must always have at least one player on both sides :(

Thanks for catching that one!
Al

Hell_Hound
12-03-2003, 02:54 AM
I'll try that out - again, thanks for your attention. :)

(You can put me in the SB2 playtesting credits. :mrgreen:)

Hell_Hound
12-04-2003, 08:08 AM
(Epilogue: I tried the computer-controlled thing tonight. It worked.)