GROUND BRANCH

GROUND BRANCH

Simple Mission Generator
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tjl  [开发者] 2024 年 5 月 28 日 上午 12:33
Bugs - If you find any bugs please post them in this thread.
This is still a work in progress. Please provide any info on bugs.
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CaptainKebab 2024 年 5 月 28 日 上午 6:32 
Hello,
The Intel Laptop in the Ready Room and the Laptop on the Map do not show this loading bar. As well the Bomb do not show this bar.
Could you pls fix it or explain what I might did wrong. :)
tjl  [开发者] 2024 年 8 月 14 日 下午 12:43 
That issue is now fixed in 1034.5. It was how the game and steam workshop were interacting.
Jon Conley 2024 年 8 月 17 日 下午 1:10 
Hey Travis,

There's a bug where when admins spawn players into a match after it has already started, their player pawn is stuck in the spawn location and they cannot move or shoot. This includes admins themselves.

Also, when switching between maps, the game sometimes hangs, forcing the players to quit the game. I'll let you know if there's any observable pattern. We just swapped from Depot to Docks and most players had their games freeze.
最后由 Jon Conley 编辑于; 2024 年 8 月 17 日 下午 2:02
tjl  [开发者] 2024 年 8 月 17 日 下午 2:24 
OK, that seems a little weird.

That part of the code would have been from the stock standard 2021/22 TH lua coding.

Every 0.25 seconds the code will scan the player base and get the players locations as well as check for new players. If a new player is detected then a tag gets added to the controller so they can be tracked etc going forward.

OK, here is the problem.

local FreezeTime = gamemode.GetRoundStageTime()
player.FreezePlayer(PlayerState, FreezeTime)

When a player would normally spawn in during the pre-round wait they get frozen for a few seconds until the main in-progress round would start. If they are brought into the game during the main in-progress round then they are going to be frozen for the length of that round.

This will be a few line fix after I have some coffee.

Not sure what is happening with the admin though.
Jon Conley 2024 年 8 月 23 日 下午 4:20 
引用自 tjl
OK, that seems a little weird.

That part of the code would have been from the stock standard 2021/22 TH lua coding.

Every 0.25 seconds the code will scan the player base and get the players locations as well as check for new players. If a new player is detected then a tag gets added to the controller so they can be tracked etc going forward.

OK, here is the problem.

local FreezeTime = gamemode.GetRoundStageTime()
player.FreezePlayer(PlayerState, FreezeTime)

When a player would normally spawn in during the pre-round wait they get frozen for a few seconds until the main in-progress round would start. If they are brought into the game during the main in-progress round then they are going to be frozen for the length of that round.

This will be a few line fix after I have some coffee.

Not sure what is happening with the admin though.

Yeah, it applies to players and admins alike. Thanks for looking into it. Great game mode!
Eclectic Fence 5 月 11 日 上午 11:20 
Trying the mod for the first time and no enemies are spawning in, only tested on the 747 level.
tjl  [开发者] 5 月 11 日 下午 3:01 
Need to update the AI kit files and test a few other things due to the changes for 1035.
Brimstone 6 月 21 日 下午 9:40 
The only really noticeable bug I could find, and unfortunately it's a distinguished one, is that the MOMENT the map starts, they execute their own HVT. Which, while very funny (literally every time it gets me), and not totally game breaking for me, is probably not what you had in mind.
tjl  [开发者] 6 月 21 日 下午 10:34 
Thanks, I put that in the comments. At the current time in 1035 the devs have broken the setteamattitude command again (they broke it for 1034) so for the moment all hvts and hostages get executed at the start of the round. Nothing I can do about it for the moment other than hope it gets fixed sooner rather than later.
James 8 月 29 日 上午 6:13 
Hello,

On paper this idea is exactly what I want from this game, however I have run into some issues.

1. If there are bombs on the map, the AI seems to begin detonation countdown immediately after loading in. Meaning you have about 60 seconds to beat the map.

2. There is seemingly no way to manage hostages / hostages could be stuck on terrain / broken pathing?

3. I hear the enemy AI shooting, possibly at each other, right at the start of a level?

4. Enemy AI behaviours seems generally dodgy...

It's possible that I am doing something wrong in terms of set up, I have tried on version 1035.1 with no other mods installed.

Edit: I just read the above comment, I imagine most of these errors are down to the issue of the AI fighting each other, it's a shame because it unfortunately makes the mod somewhat unusable.
最后由 James 编辑于; 8 月 29 日 上午 6:17
tjl  [开发者] 8 月 29 日 下午 12:35 
引用自 James
Hello,

On paper this idea is exactly what I want from this game, however I have run into some issues.

1. If there are bombs on the map, the AI seems to begin detonation countdown immediately after loading in. Meaning you have about 60 seconds to beat the map.

2. There is seemingly no way to manage hostages / hostages could be stuck on terrain / broken pathing?

3. I hear the enemy AI shooting, possibly at each other, right at the start of a level?

4. Enemy AI behaviours seems generally dodgy...

It's possible that I am doing something wrong in terms of set up, I have tried on version 1035.1 with no other mods installed.

Edit: I just read the above comment, I imagine most of these errors are down to the issue of the AI fighting each other, it's a shame because it unfortunately makes the mod somewhat unusable.

Unfortunately 1035 broke this mod as some of the lua commands were broken. They have not yet been fixed.
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