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Dutchy3010

Bugs Beta V7.0

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General Scrotum

Did you assign the player a weapon? That could be the reason, although I doubt so.

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ProtoZeroZ

BTW Just notice a bug that when you set a Animation and play it when the Actor was idled while doing an animation i notice on my Test V7 Mission is moving you should see it on my Vid when the construction worker is crouching

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PatrickW

But here is the link:

The first of the three problems that are mentioned in the video, I don't yet understand, why he goes to the other car. Is that actor spawned the teleport to car objective, or after the previous objective. This would explain why he doesn;t enter the truck, because at the time, he is spawned the truck didn't yet exist and thus wasn't the closest car.

 

The second problem you mention, about the player not going into drive-by, might be a problem with him not holding the right weapon. I'm not sure if having a "drive-by enabled" weapon in your inventory is enough. It might be necessary to have such a weapon in hand (option: normal teleport, to put the right weapon in his hand).

 

The third problem, about the CJ actor at the icon of the follow-actor cutscene, was already known, and we fixed that here. This will be solved in the next beta.

 

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VergilDD

Some bugs found, after I created a Cutscene Objective 1 and kept 2 other Checkpoints then I played it, it only plays the 1st Cutscene Objective and the "Mission Passed" note appear! sad.gif

 

Other 1 this not a bug actually, I cant understand how to make Linear and Smooth Cutscenes move! confused.gif

 

Thanks for your help and if I found any more bugs I'll say you!

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CoreTex

 

I found a bug.

When i selected objective teleport to car and then driveby my guy gets put under the car not inside.

Link to mission Mission

I guess because you locked the car.

 

Edit: Fixed it, it's because you didn't enabled drive-by or havent selected the seat, it works good now.

Edited by CoreTex

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Dude1

 

Heres my storyline problem. Its not a real mission, its just an example.

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Rytuklis

I wonder. Is it possible? I mean, lets say i want the music play only when Objective 1 starts, so, i add 01.mp3. However, when i make another objective, the music is gone, because it's supposed to have a different type of sound every objective. How do i make this work out? How can i make sure that it starts only after first objective but does not change/mute when another objective is reached?

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CoreTex
Heres my storyline problem. Its not a real mission, its just an example.

The problem is that you put every mission to be available from start.

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guib

 

I wonder. Is it possible? I mean, lets say i want the music play only when Objective 1 starts, so, i add 01.mp3. However, when i make another objective, the music is gone, because it's supposed to have a different type of sound every objective. How do i make this work out? How can i make sure that it starts only after first objective but does not change/mute when another objective is reached?

I think it is not possible, maybe if PatrickW and Dutchy3010 would edit that part so that when you call it:

06-08.mp3

it will play from objectives 6 to 8. But I don't know anything about that so I think that if it were possible, they already did it...

 

But if you really want a whole song to be played, you should make the one objective to be very long, like a very long car ride or something...

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Dude1
Heres my storyline problem. Its not a real mission, its just an example.

The problem is that you put every mission to be available from start.

No, its just an example. In my other mission pack, i first made just only 1 mission availible at the start. Then after that mission - its this.

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PatrickW

Please, create and send us a storyline, were it doesn't work as intended, so we can verify, wether it is a bug, or just wrong configuration/expectation.

Try to describe as clearly as possible what you expected, and what it does instead.

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Rytuklis
I wonder. Is it possible? I mean, lets say i want the music play only when Objective 1 starts, so, i add 01.mp3. However, when i make another objective, the music is gone, because it's supposed to have a different type of sound every objective. How do i make this work out? How can i make sure that it starts only after first objective but does not change/mute when another objective is reached?

Please look into that issue, Patrick

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CoreTex

 

Heres my storyline problem. Its not a real mission, its just an example.

The problem is that you put every mission to be available from start.

No, its just an example. In my other mission pack, i first made just only 1 mission availible at the start. Then after that mission - its this.

1 mission can be intro.

Edited by CoreTex

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PatrickW
I wonder. Is it possible? I mean, lets say i want the music play only when Objective 1 starts, so, i add 01.mp3. However, when i make another objective, the music is gone, because it's supposed to have a different type of sound every objective. How do i make this work out? How can i make sure that it starts only after first objective but does not change/mute when another objective is reached?

Please look into that issue, Patrick

Currently, you can't. But it's one of the things we will look into for the final V7 release.

But that's no guarantee at all that we find a satisfying solution.

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Illusive Prime

But here is the link:

The first of the three problems that are mentioned in the video, I don't yet understand, why he goes to the other car. Is that actor spawned the teleport to car objective, or after the previous objective. This would explain why he doesn;t enter the truck, because at the time, he is spawned the truck didn't yet exist and thus wasn't the closest car.

 

The second problem you mention, about the player not going into drive-by, might be a problem with him not holding the right weapon. I'm not sure if having a "drive-by enabled" weapon in your inventory is enough. It might be necessary to have such a weapon in hand (option: normal teleport, to put the right weapon in his hand).

 

The third problem, about the CJ actor at the icon of the follow-actor cutscene, was already known, and we fixed that here. This will be solved in the next beta.

The Ally actor is suppose to enter the nearest vehicle which is the Linerunner, were I am in, instead he attempts to enter an enemy car (which is locked)

 

The actor is spawned after the follow actor cutscene were he says "Great! Street racers!"

 

So:

 

When I approch the truck, it hides and creates a "Teliport to car" objective in the passenger side, then the cutscenes start.

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Rytuklis
I wonder. Is it possible? I mean, lets say i want the music play only when Objective 1 starts, so, i add 01.mp3. However, when i make another objective, the music is gone, because it's supposed to have a different type of sound every objective. How do i make this work out? How can i make sure that it starts only after first objective but does not change/mute when another objective is reached?

I think it is not possible, maybe if PatrickW and Dutchy3010 would edit that part so that when you call it:

06-08.mp3

it will play from objectives 6 to 8. But I don't know anything about that so I think that if it were possible, they already did it...

 

But if you really want a whole song to be played, you should make the one objective to be very long, like a very long car ride or something...

Why not use this solution?

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PatrickW
I wonder. Is it possible? I mean, lets say i want the music play only when Objective 1 starts, so, i add 01.mp3. However, when i make another objective, the music is gone, because it's supposed to have a different type of sound every objective. How do i make this work out? How can i make sure that it starts only after first objective but does not change/mute when another objective is reached?

I think it is not possible, maybe if PatrickW and Dutchy3010 would edit that part so that when you call it:

06-08.mp3

it will play from objectives 6 to 8. But I don't know anything about that so I think that if it were possible, they already did it...

 

But if you really want a whole song to be played, you should make the one objective to be very long, like a very long car ride or something...

Why not use this solution?

It wouldn't work, as the required filename(incl path) would be to long to be handled correctly.

 

@Agent Robinson: could you send me the mission file, so I can have a look what goes wrong, with

extra debug information loaded. (use PM if you don't want it public)

 

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Gorgonit

I think I found a bug with the explosive object, I placed them after an objective but there are 2 errors, the explosive objects shows the dynamite object and they appear before the correct objective.

 

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PatrickW
I think I found a bug with the explosive object, I placed them after an objective but there are 2 errors, the explosive objects shows the dynamite object and they appear before the correct objective.

Yes, good find. It was already reported and will be fixed in the next beta smile.gif

 

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Gorgonit
I think I found a bug with the explosive object, I placed them after an objective but there are 2 errors, the explosive objects shows the dynamite object and they appear before the correct objective.

Yes, good find. It was already reported and will be fixed in the next beta smile.gif

Will the CJ bug be fixed? (The ones that appear from nowhere when using Follow Actor cutscenes)

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PatrickW
I think I found a bug with the explosive object, I placed them after an objective but there are 2 errors, the explosive objects shows the dynamite object and they appear before the correct objective.

Yes, good find. It was already reported and will be fixed in the next beta smile.gif

Will the CJ bug be fixed? (The ones that appear from nowhere when using Follow Actor cutscenes)

yes, that one will be gone too..

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Illusive Prime

Improve A.I driving/flying

 

Example: when on a set course, the actor will crash at a wall and won't reverse, just continues to go farward.

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R3N3GADEAPOC

Might not be possible, but can we not have Route limits? (the 1/64 points thing) Its too limited when the actor has to drive far confused.gif (Drive-bys)

 

Usually when I have an actor drive a certain limit the actor stops and then it leaves the enemy open for attack.

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Rytuklis

How about making the file name 0104.mp3 instead?

 

+ a bug i found: DYOM V7 Beta conflicts with ELM V9.1. Once i installed ELM V9.1, DYOM started crashing on startup.

Edited by Rytuklis

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CoreTex
How about making the file name 0104.mp3 instead?

 

+ a bug i found: DYOM V7 Beta conflicts with ELM V9.1. Once i installed ELM V9.1, DYOM started crashing on startup.

Actualy... It's not bug. If DYOM mod is not compatible with other mods, it doesnt mean it's their fault.

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IX-MJ-XI
I just noticed something on the actors. When I add an actor and use an animation, the actor moves "itsy bitsy bits", like they are sliding or something. And yes, I thought it's a one time glitch so I try to run it several times, but they still moves if I put an animation.

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CoreTex

Doublepulse:

When I edit a cutscene that had written text, it no longer saves my text.. I need to rewrite it all

 

  - as far as I know, that has never worked.

 

 

Yes, it did, it have saved text in DYOM v6.1.

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Sagari12

Doublepulse:

When I edit a cutscene that had written text, it no longer saves my text.. I need to rewrite it all

 

  - as far as I know, that has never worked.

 

 

Yes, it did, it have saved text in DYOM v6.1.

If i remember correctly it never worked for me. So if you make a cutscene make it once and good. That's what i have learned.

Bug:

After i reached a checkpoint when in driveby mode it worked fine and teleported me outside but the red corona was still there.

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CoreTex

Doublepulse:

When I edit a cutscene that had written text, it no longer saves my text.. I need to rewrite it all

 

  - as far as I know, that has never worked.

 

 

Yes, it did, it have saved text in DYOM v6.1.

If i remember correctly it never worked for me. So if you make a cutscene make it once and good. That's what i have learned.

Bug:

After i reached a checkpoint when in driveby mode it worked fine and teleported me outside but the red corona was still there.

It did worked for me, am im the only that does that ? Though it's s*** that it doesn't work in dyom v7

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Zizo008

Guys, it worked in DYOM V6.1. Please fix it.

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