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Replying to Cinematic Battles


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Topic Summary

Zenjoz

Posted 06 April 2023 - 02:34 PM

Thank you.


Moreartillery

Posted 28 January 2021 - 02:37 AM

On further investigation its caused by scarutil.scar, specifically this part.

--? @shortdesc Marks the specified objective as completed
--? @extdesc Use this function to complete an objective with the sound
--? @result Void
--? @args Integer titleid
function Util_ObjectiveComplete( objectiveTableTitleId )
	Objective_SetState( objectiveTableTitleId, OS_Complete )
	Sound_PlayStinger( "stinger_completeobjective" )
end

Commenting this out fixed the issue but this function is exactly the same as vanilla so I don't understand why.


Gambit

Posted 27 January 2021 - 04:01 PM

Hmmm....

Brother Kasrkin is the Campaign SCaR expert...

If he is not available, I will look into it, at some time in the future :thumbsuphappy:


Moreartillery

Posted 27 January 2021 - 06:58 AM

I keep getting a fatal scar error on the soulstorm IG stronghold. It happens if I destroy the marspatterns after killing the convoy spawn points. I didn't change the scar file and I don't remember this being an issue in the vanilla game either buts its been a long time since I played it without mods. Is my memory just bad or has this bug always been around?

-- Log file for all error messages related to the Scar --

game over
 *ALERT: Error setting state for objective '3950179' - objective already in state '2'
  Lua             ScarUtil.scar                  Ln  863 (Util_ObjectiveComplete)
  Lua             DATA:Scenarios\SP\stronghold_imperial_guard.scar Ln 1875 (Rule_DestroyMarsPatternCommand_Objective)
Could not execute rule: Rule_DestroyMarsPatternCommand_Objective
FATAL Scar Error while running rules - Execution has been paused.

 


Gambit

Posted 01 December 2020 - 12:41 PM

You mean, for Thousand Sons, brother Moreartillery??
Well, Unification will be released around holidays time (although I need to speed up the pace to make it in time).

Thousand Sons, (as well as Tyranid Swarm and Ultramarines) will come after that, there is no plan yet. In fact, AdMech and TyrSwarm are the fist candidate mods to "finish", after the Unification release.

 

These are draft plans, of course.


Moreartillery

Posted 30 November 2020 - 04:50 PM

 

@gambit I've added some stuff for the thousand sons to my animations pack.https://www.moddb.co...arys-animations

 

thousand sons disk_rider: added flag capture anims, added new death anim, added jump actions

thousand sons predator: added missing sponson tracers and chaos auto cannon tracer

thousand sons turret: added aim vert animation, firing fx, build and death animations and fx.

Things I have fixed a long time ago and Gambit possesses already. ;)

I should have guessed. When is the next release?


Gambit

Posted 30 November 2020 - 09:04 AM

Huge pack though!!! :thumbsuphappy:


Kekoulis

Posted 29 November 2020 - 08:48 PM

@gambit I've added some stuff for the thousand sons to my animations pack.https://www.moddb.co...arys-animations

 

thousand sons disk_rider: added flag capture anims, added new death anim, added jump actions

thousand sons predator: added missing sponson tracers and chaos auto cannon tracer

thousand sons turret: added aim vert animation, firing fx, build and death animations and fx.

Things I have fixed a long time ago and Gambit possesses them already. ;)


Moreartillery

Posted 29 November 2020 - 04:23 PM

@gambit I've added some stuff for the thousand sons to my animations pack.https://www.moddb.co...arys-animations

 

thousand sons disk_rider: added flag capture anims, added new death anim, added jump actions

thousand sons predator: added missing sponson tracers and chaos auto cannon tracer

thousand sons turret: added aim vert animation, firing fx, build and death animations and fx.


Moreartillery

Posted 08 October 2020 - 04:15 PM

Update 1.6 is here! It adds the excellent thousand sons race mod, major changes to the economy, AI improvements, and bug fixes.

 

Preview video:

 

https://www.moddb.co...or-dark-crusade

 

As usual full patchnotes are on the moddb page.


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