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Faction Commander 2.0

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  20:29:29  19 December 2008
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Darklon
(Novice)
 
On forum: 11/08/2008
Messages: 19
I think the assistants should be dressed as mercs.
  20:34:49  19 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/20/2008 13:06:12
Messages: 1355

---QUOTATION---
every single savegame i have is killed for me, this is the report.

! [LUA][ERROR] ERROR: NPC commander possible dead in PatrolManager[gar_smart_terrain_3_6_kamp_1_task]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)


stack trace:
---END QUOTATION---



I had a crash like this but the patch rgggclp made for this mod seemed to fix it. Did you download and install the patch. It is in the download section. I haven't had any problems since installing the patch.

http://www.filefactory.com/file/5e4495/n/FactionCommander_2_0beta_fix2_rar
  21:54:47  19 December 2008
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xanmalone
Xan Malone
(Resident)

 

 
On forum: 04/26/2008
 

Message edited by:
xanmalone
12/19/2008 21:59:16
Messages: 530
Yes i've already applied the patch, but this issue just won't go away for me.

I should probably restart the game after a bugfix, to be on the safe side


---QUOTATION---
That isn't a CTD created by modding but is this function created by GSC Game World :

-- ³ðåøíóòü èãðó (ïîñëå âvâîäà ñîîá åíèÿ îá îøèáêå â ëîã)
function abort(fmt, ...)
local reason = string.format(fmt, ...)
assert("ERROR: " .. reason)
error_log("ERROR: " .. reason)
log(string.format("%s",nil)) ---> Line 975
end
---END QUOTATION---



Then i guess I'm done for. I've never had 8 save games go corrupt at the same time before, and the autosave just kills the application with no log to display. Damn my luck.
  23:15:51  19 December 2008
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Lobstris
Senior Resident
 

 
On forum: 04/13/2007
 

Message edited by:
Lobstris
12/19/2008 23:16:43
Messages: 235

---QUOTATION---
Yes i've already applied the patch, but this issue just won't go away for me.
---END QUOTATION---



You may be able to play on if you change:

log(string.format("%s", nil))

to

log(string.format("%s", ...))

in '_g.script' which prevents 'abort' aborting

More likely is that you will still get a CTD, but the error may be further down the line.
  02:57:33  20 December 2008
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rgggclp
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
rgggclp
12/20/2008 4:51:28
Messages: 189

---QUOTATION---
I've also noticed that Renegades actually start overtaking territory outside the swamps, they never did that in previous versions, they just had a slow death in Swamps.

Now they are a actual threat for the loners

edit: And now i've lost my Assistant Commanders, i could clearly see which squad it was since they were the only ones with a certain place in mind that nobody was after.

Now they aren't in Swamps, and there is nobody in the Cordon with the move objective i gave them, they never showed up to the place i ordered them too and now i can't find them anywhere.

And i can't spawn them again since there still alive, which brings me to my point; I'm searching for a needle in a haystack.
---END QUOTATION---



The path from swamp to cordon has been added, the assistants can now move from swamp to cordon. In the previous version, they can only go out of swamp through the north entrence to Agroprom.

I see your problem, the assistants may cancel their action if you change your faction, eg. after finishing the task of "Go to the cordon" you will exit the clear sky. They might probably stay in some place between swamp and cordon.

In the final version, I'll add a button for recalling the assistants.



---QUOTATION---
every single savegame i have is killed for me, this is the report.

! [LUA][ERROR] ERROR: NPC commander possible dead in PatrolManager[gar_smart_terrain_3_6_kamp_1_task]

FATAL ERROR

[error]Expression : fatal error
[error]Function : CScriptEngine::lua_error
[error]File : E:\priquel\sources\engine\xrServerEntities\script_engine.cpp
[error]Line : 180
[error]Description : <no expression>
[error]Arguments : LUA error: ....t.a.l.k.e.r. - clear sky\gamedata\scripts\_g.script:975: bad argument #2 to 'format' (string expected, got nil)


stack trace:
---END QUOTATION---



This problem is strange, my game works very fine for me since the latest patch. Did you use other mods with mine?



---QUOTATION---
I think the assistants should be dressed as mercs.
---END QUOTATION---


Sure, it makes sense if the assistants are mercs too.



I equiped my assistants with rocket launcher and order them to attack the bandits' base.
They are nearly as invincible as a tank.
Has anyone spawned the advanced assistants?
  03:55:59  20 December 2008
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Falad
(Novice)
 
On forum: 11/22/2008
 

Message edited by:
Falad
12/20/2008 4:03:41
Messages: 15
Well I got past the Swamps and now I'm in Cordon.
I thought leaving Clear Sky would get rid of my assistants but it didn't work, even after I joined Stalkers.
It would be good if there was an option to tell your assistants to disband.
  04:02:07  20 December 2008
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combiner81
(Novice)
 
On forum: 12/08/2008
 

Message edited by:
combiner81
12/20/2008 4:02:47
Messages: 28
Yeah, I think it'd be best to not use characters as assistants. Sarkarov seems out of place >.>

Oh, and does this work with Basix Monstrosity 2.5?
  04:42:14  20 December 2008
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burger
Senior Resident
 

 
On forum: 12/01/2008
 

Message edited by:
burger
12/20/2008 13:08:46
Messages: 1355

---QUOTATION---
Yeah, I think it'd be best to not use characters as assistants. Sarkarov seems out of place >.>

---END QUOTATION---



See my previous posts to see how to easily change your assitants and their weapons, etc.... Also note you will probably want to change the immunities section of the gamedata/configs/creatures/immunities file. Or else the red forest will kill all your assistants. Even though this might be a good way to get rid of them.

I also noticed that the assistants have trouble moving if they have to pass through smart terrains that are occupied by enemy forces and sometimes friendly forces. One example is when I was in cordon I ordered them to go to the meeting place in the garbage. The pathways to the garbage were blocked by bandits. They would go back and forth by the loner base and the smart terrains around that area. After taking over the depot in the garbage I went back and ordered them to attack the shore of the small swamp and they went there no problem. They seem to like smart terrains occupied by enemies but they don't like to pass through them.
  04:48:11  20 December 2008
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combiner81
(Novice)
 
On forum: 12/08/2008
Messages: 28

---QUOTATION---
Yeah, I think it'd be best to not use characters as assistants. Sarkarov seems out of place >.>


See my previous posts to see how to easily change your assitants and their weapons, etc....
---END QUOTATION---



Oh, didnt see that, thanks!
  07:31:36  20 December 2008
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rgggclp
Senior Resident
 

 
On forum: 10/22/2008
 

Message edited by:
rgggclp
12/20/2008 7:33:40
Messages: 189
Update: Mercenaries model replacement for Faction Commander 2.0 beta is available on the download page.

It includes: three new textures of merc uniform from SHOC.
All normal assistants wear merc suit.
All advanced assistants wear exo-skeleton armor of merc.
 
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