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-   -   Intelligence Received Event - Help please! (https://www.subsim.com/radioroom/showthread.php?t=159681)

jerm138 12-30-09 01:46 PM

[HELP] Intelligence Received Event
 
I'm having a problem with the "Intelligence Received" event. I looked for the answer on here, but came up dry.

I created a simple mission and I want the player to receive a message with intelligence on an enemy's position, and have it plot the report on the map (like it normally does during patrols.)

Here's how I'm setting up the event, but the game crashes when the message is supposed to come in:
Event Type: Intelligence Received
Trigger: It's a time trigger (I've also tried zone triggers)
Intelligence Target: Unit or Group
Instance Name: Merchant (the only ship in the mission besides the player)
Error Radius: 400

The mission validates just fine.
If I change the event to a standard text message, the mission works just fine.

For some reason, the "Intelligence Received" message just causes it to crash.

Any help would be appreciated.

I could also send you the mission file if you want to have a look at it.

Thanks!!

jerm138 12-30-09 02:13 PM

For those who can look for errors in the code, or want to try it out, here it is:



[Mission]
MissionType=0
MissionDataType=0
MultiMissionType=0
Year=1945
Month=1
Day=1
Hour=9
Minute=0
Fog=0
FogRand=0
Clouds=0
CloudsRand=0
Precip=0
PrecipRand=0
WindHeading=0
WindSpeed=5.000000
WindRand=0
WeatherRndInterval=5
SeaType=0

[Unit 1]
Name=Player
Class=SSSargo
Type=200
Origin=American
Side=0
Commander=1
CargoExt=-1
CargoInt=-1
CfgDate=19390101
DeleteOnLastWaypoint=false
DockedShip=false
GameEntryDate=19390116
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=15979200.000000
Lat=1166100.000000
Height=0.000000
Heading=0.000000
Speed=5.000000
CrewRating=3
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 1.Waypoint 1]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=15977000.000000
Lat=1178700.000000
Height=0.000000

[Unit 2]
Name=Merchant
Class=KLSSHakusika
Type=102
Origin=Japan
Side=2
Commander=0
CargoExt=1
CargoInt=0
CfgDate=19380101
DeleteOnLastWaypoint=true
DockedShip=false
GameEntryDate=19380101
GameEntryTime=0
GameExitDate=19451231
GameExitTime=0
EvolveFromEntryDate=false
Long=15960200.000000
Lat=1195500.000000
Height=0.000000
Heading=270.000000
Speed=5.000000
CrewRating=0
DelayMin=0
ReportPosMin=-1
ReportPosProbability=100
RandStartRadius=0.000000
NextWP=0

[Unit 2.Waypoint 1]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=15693100.000000
Lat=1195500.000000
Height=0.000000

[Unit 2.Waypoint 2]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=15693100.000000
Lat=1221000.000000
Height=0.000000

[Unit 2.Waypoint 3]
Speed=5.000000
Radius=0.000000
Loop=-1
LoopProbability=100
Long=16019100.000000
Lat=1221000.000000
Height=0.000000

[Unit 2.Waypoint 4]
Speed=5.000000
Radius=0.000000
Loop=0
LoopProbability=100
Long=16019100.000000
Lat=1195500.000000
Height=0.000000

[Objective 1]
ObjName=Sink
Obj=2
ObjType=0
RenownAwarded=0
Tonnage=1
TonnageType=0

[Trigger 1]
TrigName=Trigger_Intel
Type=1
Time=0

[Event 1]
EventName=intel
Type=3
TriggersNo=1
Trigger1=Trigger_Intel
Inst=Merchant
IntTarget=1
ErrorRadius=100.000000

[EditorParams]
InitLongOff=104794000.000000
InitLatOff=-13338500.000000
ZoomIndex=0
Prefix=

peabody 12-30-09 02:14 PM

Quote:

Originally Posted by jerm138 (Post 1227515)
I'm having a problem with the "Intelligence Received" event. I looked for the answer on here, but came up dry.

I created a simple mission and I want the player to receive a message with intelligence on an enemy's position, and have it plot the report on the map (like it normally does during patrols.)

Here's how I'm setting up the event, but the game crashes when the message is supposed to come in:
Event Type: Intelligence Received
Trigger: It's a time trigger (I've also tried zone triggers)
Intelligence Target: Unit or Group
Instance Name: Merchant (the only ship in the mission besides the player)
Error Radius: 400

The mission validates just fine.
If I change the event to a standard text message, the mission works just fine.

For some reason, the "Intelligence Received" message just causes it to crash.

Any help would be appreciated.

I could also send you the mission file if you want to have a look at it.

Thanks!!

If you have somewhere you can post it, I can d/l and look at it for you.

Things you should check
Entry and exit dates for the merchant
Date and time for the report
Start date for the mission
Is it possible your merchant could be in a location that it may have been sunk by an enemy plane or ship?

In other words, check to make sure your merchant actually exists at the time of the report.

If you don't have a place to upload it, then go to your Mission folder and cpen the Missionname.mis with notepad and copy everything and paste it in here or a PM to me and then do the same with the .tsr file.

Also are you using any mods? It sounds like you did it correctly, but it is possible it may crash with a Mod that has changed the way ships are shown on the map. (don't know for sure, never tried it)

Peabody

jerm138 12-30-09 02:24 PM

Thanks for the quick reply
The first one is above...

Here's the .tsr text:



[Text]
MissionBriefing=This mission is to practice intercepting and destroying a target based on reported intel.
MissionTitle=Intercept Practice
Sink=Intercept and destroy the enemy ship.

jerm138 12-30-09 02:28 PM

Also... I don't have any mods installed.
I checked the times, and they seemed okay. I'll try delaying the message a few minutes...

jerm138 12-30-09 02:49 PM

Nope... delaying the intel by 5 minutes didn't work either. :damn:

peabody 12-30-09 03:27 PM

Quote:

Originally Posted by jerm138 (Post 1227553)
Nope... delaying the intel by 5 minutes didn't work either. :damn:

Ok, just a quick test, but here is what I found.

1. Your report and the start of the mission are the exact same time, it really should be different. For example you are patrolling an area and then get a report of a Convoy headed your way, and you can position yourself to intecept it.

2. For some reason, I do not know why, it does NOT seem to work with a single unit. Even though the list says "unit or group" it only seems to work with a group.

3 It does not seem to work with a "single unit" or a "Random Generated Group:"

4. Now the good news, you can "trick" the game into generating a report for a single unit by right clicking on the unit and "Create Group from Unit" , just don't add any other ships to the group. Now it will generate the report since it is a group of only one ship. So, as long as it is a "group" it works, even if it is only a "one ship group".

Edit: one more suggestion: Do not set the ship to "delete on last waypoint", if the group deletes on the last waypoint and does not exist, it may also cause a crash....not tested but I think it will work that way.

Peabody

jerm138 12-30-09 03:46 PM

Quote:

Originally Posted by peabody (Post 1227574)
4. Now the good news, you can "trick" the game into generating a report for a single unit by right clicking on the unit and "Create Group from Unit" , just don't add any other ships to the group. Now it will generate the report since it is a group of only one ship. So, as long as it is a "group" it works, even if it is only a "one ship group".

AWESOME!!:yeah:

That does exactly what I want it to now. Thank you so much!

peabody 12-30-09 04:20 PM

Quote:

Originally Posted by jerm138 (Post 1227584)
AWESOME!!:yeah:

That does exactly what I want it to now. Thank you so much!

Oh, and Welcome to Subsim, I just noticed your "join date".

Peabody


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