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-   -   Train mission won't save? (http://forum.fulqrumpublishing.com/showthread.php?t=28479)

salmo 12-15-2011 01:29 AM

Train mission won't save?
 
I place a red train on track along the English coast & go to save the mission. Save appears to be OK, but when I leave the mission a dialog asks me whether I want to save the mission; I click Yes, but the mission doesn't close. When I look in the folder I "saved" the mission it's not there. It's appears the mission is not saving at all. Just ONE object; a moving red train.

Any ideas? A FMB bug? I've seen other missions with trains OK.

hc_wolf 12-15-2011 05:01 AM

Remove the splines if you put some in.
 
This happens if you placed a spline and it did not like it.

Remove the spline and refrence in the .mis file there will also be a .roads file or something i forget its naming.. delete that.

there will actually be a train or vehicle you have placed causing the error.

then u should be fine.

To make sure your mission is ok in future. Place the object then its waypoint then save it before you go placing a long series of waypoints.

SNAFU 12-15-2011 07:12 AM

... and place regularly a waypoint every 200m or so. You can check if your spline is correct if the waypoint numbers are of ascending order. The spline likes to break at bridges f.e. (some bridges are not even to pass by a train)

salmo 12-15-2011 07:17 AM

Thankyou Wolf. Placed just a train starting waypoint & one other waypoint, then saved the mission OK. Then reloaded mission & continued more waypoints & mission saved OK.

Megahurt 12-16-2011 05:42 AM

Train spawn
 
Is there a way to make a train spawn when a player gets close to it, via a trigger perhaps?

Secondly, Is there a way to make a train run in a loop continuosly?
|

salmo 12-16-2011 06:55 AM

Quote:

Originally Posted by Megahurt (Post 370586)
Is there a way to make a train spawn when a player gets close to it, via a trigger perhaps?

Secondly, Is there a way to make a train run in a loop continuosly?
|

1. Yes. You need to set a trigger in FMB (called say "PlayerCloseBy") for when the player gets close enough. Then something like the script below for the trigger event.
Code:

    public override void OnTrigger(int missionNumber, string shortName, bool active)
    {
        //call base classes OnTrigger method.
        base.OnTrigger(missionNumber, shortName, active);

        //if the trigger that was called is the trigger that we're looking for
        if (shortName.Equals("PlayerCloseBy") && active)
        {
          GamePlay.gpPostMissionLoad("missions/Multi/Dogfight/mymission/train.mis");  // start the train mission
          GamePlay.gpHUDLogCenter("Train just spawned");    // tell train spawned
          GamePlay.gpGetTrigger(shortName).Enable = false;    // turn trigger off
        }
    }

2. No. You can attach trains to "rail" spline roads, but they only go in one direction, unlike vehicles which turn around & go up & down the spline road continously. The best you can do is to destroy the train after it finishes it's journey in one direction & spawn another train going back again.

Megahurt 12-16-2011 05:53 PM

Revolving trains
 
Thank you for the train info. Making a train disappear at the end of its journey and respawn in the other direction is exactly what im looking for.

Do you think you could make and example mission so i and others can open it and see just exactly how to do it?

I read your post but im just not sure where to substitute my mission name etc...

If the mission was called denyrafoil and the trigger was dovertrains ... what would the script look like?

Will the submission start as the original mission continues?
The objective is to add the trains to the mission as needed. Im hoping to create live rail traffic for each area of the map that only plays where ever the player flies.

Thanks..


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