Missions 12 13 14 Do not Work ?

Dział poświęcony projektowi Arabian Campaign

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Adam_1993
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Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

If Your Game Get Crash In 12 , 13 14 mission You Should Read It !
Hello guys i want to share with you the magic think about arabian campaign if u destroy the Epsilon base and u want to join Legion ur game can get crash , you will get this log

ModName : Arab Campaign
ModDir : Arab
ModVer : 1.0 (1.48)

ErrorType : WndProc
ErrorText : Missions\__Ar\12a\description.txt is empty or doesn`t exist


You simply repair it by going to the
:\Original war\mods\NameOfYourFolderArCamp\Missions\__AR

You going to have about 22 folders You Rename Folder Named 12a to 12 13a to 13 14a to 14 and u do thisame with 13a_cont you simple remove "A" you should get 13_cont 14_cont
14_cont2 .


There is also a bug in mission when u go back to ur Legion base and Farmer Be trade u , the bug "sometimes" happen when u destroy the depot where farmers is camping so you simple repair depot fast by using enginery .

LOG

ModName : ArCamp
ModDir : ArCamp
ModVer : 1.0 (1.48)

ErrorType : Unknown
ErrorText : SAIL function "IsOK" : Access violation at address 0055DA55 in module 'OwarFull.exe'. Read of address 00000013


If i notice anything else i will put it here .


Advice Given by Original-war.net I Only share it with You !
Last edited by Adam_1993 on Sun May 25, 2014 12:25 pm, edited 1 time in total.
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

My mistake changed from 13_cont2 to 14_count2 *
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McBenn
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Re: Missions 12 13 14 Do not Work ?

Post by McBenn »

I would really like to know if the bug is still present if you start from mission 11.

I haven't heard about the other bug before. When you write "sometimes" do you mean it happened just once or have you actually experienced it several times?
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

McBenn wrote:I would really like to know if the bug is still present if you start from mission 11.

I haven't heard about the other bug before. When you write "sometimes" do you mean it happened just once or have you actually experienced it several times?
It happend like 2-3 times But nice job with campaign but i would have some ideas for some missions :)

And i will start from 11 mission in tuesday is that okey for you ?
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McBenn
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Re: Missions 12 13 14 Do not Work ?

Post by McBenn »

Sure, post away in the designated threads.

yy ofc, I'm not in a hurry
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

McBenn wrote:Sure, post away in the designated threads.

yy ofc, I'm not in a hurry
Ok it work fine i didnt find any bugs :) Can i ask u for some sail cods ?
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McBenn
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Re: Missions 12 13 14 Do not Work ?

Post by McBenn »

Some what?
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

McBenn wrote:Some what?
units going off the map for eq ? and to engineries repair + build bunkers :)
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Re: Missions 12 13 14 Do not Work ?

Post by Antitheus »

You could check it yourself after opening the mod with ow_editor.exe and loading the proper map.
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

Antitheus wrote:You could check it yourself after opening the mod with ow_editor.exe and loading the proper map.
cant find it any way i only ask for it :) if you dont want to help its no problem :)
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Re: Missions 12 13 14 Do not Work ?

Post by Antitheus »

If only there was anyone mad enough for posting thousands of lines rofl.
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

Antitheus wrote:If only there was anyone mad enough for posting thousands of lines rofl.
Ok so can i have only sail cod for exiting units from the map ? its short i had use it before but cant find it now :(
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McBenn
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Re: Missions 12 13 14 Do not Work ?

Post by McBenn »

Sure wanna help, I just have to be sure what you mean. I assume you found the SAIL code for the missions. Usually you make a unit exit from the map by removing it with function Remove. The unit is still in memory so it can be saved with SaveCharacters (if it's a human). E.g. let's say you have an area named "exit_area".

Code: Select all

     Every 0$0.5 do
     var i;
     begin
          for i in FilterAllUnits([f_inarea,exit_area]) do
               RemoveUnit(i);

          enable;
     end;
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Adam_1993
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Re: Missions 12 13 14 Do not Work ?

Post by Adam_1993 »

McBenn wrote:Sure wanna help, I just have to be sure what you mean. I assume you found the SAIL code for the missions. Usually you make a unit exit from the map by removing it with function Remove. The unit is still in memory so it can be saved with SaveCharacters (if it's a human). E.g. let's say you have an area named "exit_area".

Code: Select all

     Every 0$0.5 do
     var i;
     begin
          for i in FilterAllUnits([f_inarea,exit_area]) do
               RemoveUnit(i);

          enable;
     end;
thanks if you are going to make another mod let me know im good at dialogs and fiction in missions :) i have some good ideas for mods but cant make it because i dont know how to use Sail cods :(
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Re: Missions 12 13 14 Do not Work ?

Post by McBenn »

You're welcome. As mentioned you are welcome to post ideas about the remaining missions for the Arab campaign.
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