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Unconfirmed Bug Cartagena firework bug

Discussion in 'Build Mod Bug Tracker' started by Edvinas681, Apr 22, 2017.

  1. Edvinas681

    Edvinas681 Sailor Apprentice

    Joined:
    Jan 2, 2010
    Messages:
    99
    During the last part of Cartagena firework quest Johan Elting seems to be bugged since he doesn't appear to fight during the parts I saw him. And in the last part were you talk to everyone in the ship cabin he doesn't even show up. But somehow on rare occasions he does appear to fight, and appears at the end too, but most of the time when I play through Cartagena fort part at the last part Elting is not there. Also, Elting strangely stays as officer and you can't remove him, maybe that's related I don't know. I will upload my .log files, maybe there is a clue there.
     

    Attached Files:

  2. Edvinas681

    Edvinas681 Sailor Apprentice

    Joined:
    Jan 2, 2010
    Messages:
    99
    The rest of the .log files
     

    Attached Files:

  3. Bartolomeu o Portugues

    Bartolomeu o Portugues Buccaneer Storm Modeller Storm Modder

    Joined:
    Oct 7, 2006
    Messages:
    2,623
    Gender:
    Male
    Occupation:
    web developer
    Location:
    Viana do Castelo - Portugal
    During the attack of the Cartagena fort, Elting is not with you most of the time. He is in another group.
     
    Pieter Boelen likes this.
  4. Grey Roger

    Grey Roger Sea Dog Staff Member Storm Modder

    Joined:
    Feb 12, 2007
    Messages:
    6,561
    If I read that "compile.log" correctly, Johan Elting failed to appear in the cabin at quest case "back_grenade". Here is what is supposed to happen:
    Code:
           case "outside_fort72":
               DeleteAttribute(pchar, "NoSave.Custom"); // PB: Re-enable saving
               DoQuestReloadToLocation("Cabin2", "rld", "aloc2" ,"back_grenade");
               break;
    
           case "back_grenade":
               LAi_SetPlayerType(Pchar);
               ChangeCharacterAddressGroup(CharacterFromID("Elting"), "Cabin2", "rld", "loc6");
               ChangeCharacterAddressGroup(CharacterFromID("Arie Dierman"), "Cabin2", "rld", "aloc3");
    
               LAi_SetActorType(characterFromID("Elting"));
               Characters[GetCharacterIndex("Elting")].dialog.currentnode = "begin_149";
               LAi_ActorDialog(characterFromID("Elting"), pchar, "", 4.0, 1.0);
               break;
    That dialog with Elting should lead to case "back_grenade2".

    From "compile.log":
    Code:
    Quest name outside_fort72 FOUND in QuestComplete
    PauseAllSounds
    ReloadStartFade
    ItemLogic: On unload location
    ReloadEndFade
    ** Whr: CreateWeatherEnvironment - iCurWeatherhour = 5, theHour = 5
    ItemLogic: On load location Cabin2
    ItemLogic: found 0 buttons
    Template <follow> -> path not found chr.id = Elting
    Quest name back_grenade FOUND in QuestComplete
    If Elting failed to appear then the dialog couldn't happen, "back_grenade2" couldn't be triggered, which is probably why the next bit of "compile.log" indicates the storyline being reloaded, most likely a result of loading up a savegame back in the tunnel to the fort.
     

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