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Author Topic: Synch error with new patch 0.3.5  (Read 10032 times)
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fldash Offline
Founder
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Posts: 9755


« Reply #20 on: March 05, 2008, 11:30:05 am »

And Smith, are you 110% sure you have the latest version?  Just peculiar if you didn't get the mine effect...  

http://www.europeinruins.com/updater/getFiles.php and unzip to your COH directory...
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fldash Offline
Founder
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Posts: 9755


« Reply #21 on: March 05, 2008, 11:30:38 am »

Maybe try again as you as the defender and see if you get the mine effect and Cozmo doesn't?
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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #22 on: March 05, 2008, 11:33:43 am »

I used the launcher and played a game all the way through with torjado, cozmo and asmith. If I had the wrong version all sorts of things would have caused sync errors wouldn't they?
There was an officer on the field so thats one thing that was changed with the last patch.
ill find someone to try another game with
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #23 on: March 05, 2008, 11:36:07 am »

yea but the flares started to drop about 5 seconds after it hit the mine. (does the replay work?)

edit- crap the refresh didn't show all the posts Tongue.
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fldash Offline
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Posts: 9755


« Reply #24 on: March 05, 2008, 11:37:37 am »

Yea, probably would have had issues... just can't fathom why it would only turn show up on one side of the coin...

Maybe try a 2v2, have one person go across and see if his partner sees/hears the mine.  If he doesn't, then I know it's only doing it to the local player, or only to one side...
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fldash Offline
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Posts: 9755


« Reply #25 on: March 05, 2008, 11:42:08 am »

I have found the error.  Sorry.  It is only running on the local players connection.  Will fix it tonight when I get home from work.
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #26 on: March 05, 2008, 11:45:52 am »

oohhh, That the sort of error I make. Tongue j/k i have no idea how complex your code is Smiley. keep the awesome work!
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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #27 on: March 05, 2008, 11:47:21 am »

Played a game with me defending - my M8 triggered spawn arty and got hit by mine.
Torjado's screen didn't show this.
O.k you've found the problem

[attachment deleted by admin]
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fldash Offline
Founder
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Posts: 9755


« Reply #28 on: March 05, 2008, 11:47:46 am »

Here it is... just for you...  This is the fixed version BTW...

Code:
function EIR_DefenseSetupChecks()
local pid

if World_GetGameTime() < (battleStartTime - 15) then
sg_defense_temp = SGroup_CreateIfNotFound("sg_defense_temp")

for i = 1, World_GetPlayerCount() do
pid = Player_GetID(World_GetPlayerAt(i)) - 999
if players[pid].isAlive == 1 then
if players[pid].faction == battleObjectiveDefender then
SGroup_Clear(sg_defense_temp)
if battleObjectiveAttacker == 0 then
for n = 1, table.getn(offmappositions.allies) do
World_GetSquadsNearPoint(World_GetPlayerAt(i), sg_defense_temp, offmappositions.allies[n], EIR_SpawnProtectionDistance, OT_Player)
end
elseif battleObjectiveAttacker == 1 then
for n = 1, table.getn(offmappositions.axis) do
World_GetSquadsNearPoint(World_GetPlayerAt(i), sg_defense_temp, offmappositions.axis[n], EIR_SpawnProtectionDistance, OT_Player)
end
end
if SGroup_Count(sg_defense_temp) > 0 then
if players[pid].spawnTimeWarned == nil then
players[pid].spawnTimeWarned = 0
end
if players[pid].spawnTimeArtillery == nil then
players[pid].spawnTimeArtillery = World_GetGameTime()
end
-- Warn them every 8 seconds...
if World_GetGameTime() - players[pid].spawnTimeWarned > 8 then
if Player_GetID(World_GetPlayerAt(i)) == Player_GetID(Game_GetLocalPlayer()) then
EIR_NotifyPlayer("You are too close to the attacking teams entry point and are subject to artillery rounds.")
end
players[pid].spawnTimeWarned = World_GetGameTime()
end
-- Give them 10 seconds to get the hell out of dodge...
if World_GetGameTime() - players[pid].spawnTimeArtillery > 10 then
EIR_GameStartArtillery()
end
SGroup_Clear(sg_defense_temp)
else
-- All Clear...
players[pid].spawnTimeArtillery = World_GetGameTime()
end
end
end
end
else
EIR_GameStartArtillery()
Rule_RemoveMe()
end
end

function EIR_GameStartArtillery()
local pid
local unitCount = 0

sg_defense_temp = SGroup_CreateIfNotFound("sg_defense_temp")
SGroup_Clear(sg_defense_temp)

for i = 1, World_GetPlayerCount() do
pid = Player_GetID(World_GetPlayerAt(i)) - 999
if players[pid].isAlive == 1 then
if players[pid].faction == battleObjectiveDefender then
players[pid].spawnTimeArtillery = World_GetGameTime()
if battleObjectiveAttacker == 0 then
for n = 1, table.getn(offmappositions.allies) do
World_GetSquadsNearPoint(World_GetPlayerAt(i), sg_defense_temp, offmappositions.allies[n], EIR_SpawnProtectionDistance, OT_Player)
end
elseif battleObjectiveAttacker == 1 then
for n = 1, table.getn(offmappositions.axis) do
World_GetSquadsNearPoint(World_GetPlayerAt(i), sg_defense_temp, offmappositions.axis[n], EIR_SpawnProtectionDistance, OT_Player)
end
end
end
end
end
unitCount = SGroup_Count(sg_defense_temp)
if unitCount > 0 then
if players[Player_GetID(Game_GetLocalPlayer())-999].faction == battleObjectiveDefender then
EIR_NotifyPlayer("Enemy artillery strikes are inbound to your forward positions. Move your units back!")
elseif players[Player_GetID(Game_GetLocalPlayer())-999].faction == battleObjectiveAttacker then
EIR_NotifyPlayer("Artillery strikes inbound to forward enemy positions. Be careful with your deployments.")
end

local _FireForEffect = function(gid, idx, sid)
local target, entityid

target = Squad_GetPosition(sid)

if battleObjectiveAttacker == 0 then
Cmd_Ability(playerAllies, EIRABILITY.ALLIED_ARTILLERY, target, nil, true)
entityid = Entity_Create(EIREBP.SPAWN_MINE, playerAllies, target, Util_ScarPos(0,0))
Entity_Spawn(entityid)
elseif battleObjectiveAttacker == 1 then
Cmd_Ability(playerAxis, EIRABILITY.AXIS_ARTILLERY, target, nil, true)
entityid = Entity_Create(EIREBP.SPAWN_MINE, playerAxis, target, Util_ScarPos(0,0))
Entity_Spawn(entityid)
end
Entity_Kill(entityid)
end

SGroup_ForEach(sg_defense_temp, _FireForEffect)
end
end
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|-|Cozmo|-| Offline
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950


« Reply #29 on: March 05, 2008, 11:56:27 am »

surprisingly, I understand what is happening, why and what it refers to in game. But as i can see any of your other code and don't understand some more advanced things in scar I am not sure what some of the variables and commands refer too Smiley
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