Author Topic: [Fix Req] Graveyard Escort Mission  (Read 14195 times)

ushas

  • Hero Member
  • *****
  • Posts: 661
[Fix Req] Graveyard Escort Mission
« on: August 26, 2017, 06:43:57 PM »
(v19, linux, Vi, SuburbsGraveyard1, config:2, party of 4 + temp. ally)

Finished Escort 2x with churchers on danger 1 tile. Then tried through console also Mafia and Survivalists, different danger/crime. Seems the issues below might be consistent.

Issues
  1) The first turn in combat can render units untargetable:
See the first two attached images. It behaves as if units (that haven't acted yet) weren't physically there. So I could only move during the first turn, not attack. However, this was happening only in the case when you remove the gate (by bypassing or bashing), not when it's left closed. I don't recall this from previous versions. Is it possible that it may relate to the fix of the gate's pathfinding?

  2) Can't flee from the flee zone:
When you reach the flee zone, there is no flee button. None of my units could flee the mission. Temporary ally couldn't. Tried step off & on, weapons/modes, etc. There is no shortcut for fleeing, so without the button it's probably impossible?
Edit: Was able to finish the mission and flee with Mafia & Not removing the gate (going around), see below.

  3) Ending the mission by eliminating all:
Unable to flee, decided to eliminate enemies instead. So the mission ended with that. I got strategic defeat + "civilian killed" on debriefing, even when no damage was done to the said civilian. However, the main issue is that in both cases (churchers), when it ended like this, I decided to quit the game it the game ended in segmentation fault.

None obvious errors seen in the log, except this one at the beginning of the map:
Code: [Select]
BattleControlScript.SetGlobalBonuses. Damage multiplier: 1 max enemies to spawn: 1
BCS.SpawnPlayerTeam. Method called. Number of allied units for this level: 4
BattleControlScript.GetCharacterStartPositon. is player character: True No player team start positions: 0 enemy start tiles: 0
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Vector3].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BattleControlScript.GetCharacterStartPosition (Boolean isPlayerCharacterIn, Int32 speakerPositionIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnPlayerTeam () [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnLevelCharacters () [0x00000] in <filename unknown>:0
  at BattleControlScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
  at ScriptReferenceScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
  at ScriptReferenceScript.Start () [0x00000] in <filename unknown>:0



Sugg/Qu-estions
-- Is it intended that this mission could trigger for any gang?
-- In general, wouldn't bother, but this mission is special due to refreshing objective, not the usual assault. So in this case  - what about giving Escort a little attention? Perhaps something instead of "[Escort Dialogue]" or anything else you planned... Apart game pacing advantages, also gives players a taste of mission variety.
-- It isn't clear to me why keeping the civilian safe by eliminating everybody (seeing "Victory!" at the end) leads to strategic defeat with "civilian killed" outcome. No problem if that's intended, but perhaps it would be useful to take a look how you want to communicate the key objective at the beginning, as well as how various endings are presented at the end.
-- Clothes when?

« Last Edit: August 28, 2017, 12:06:32 PM by Daithi »

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: Graveyard Escort Mission
« Reply #1 on: August 26, 2017, 07:20:10 PM »
(all below are Escort missions with Mafia and 4 party members, triggered via console)
Ok. So tried to go around to finish the mission without the gate removing, and got myself into another issue:

This time it's Mafia, and after a few turns when several units have spawn on various places the game freezes at another spawn event when I tried to end Emilia's turn. In the log:
Code: [Select]
BattleControlScript.EndCharacterTurn. Has reached end of turn
BattleControlScript.EndTurn: Method called
BattleControlScript.GetNumberOfEnemiesThatCanBeSpawnedBeforeMaxInstantiatedEnemiesExceeded. Max instantiated enemies: 5 current enemies: 4
BattleControlScript.HandleEndOfTurnEnemySpawning. Number of enemies before exceeding max instantiated: 1
BattleControlScript.HandleEndOfTurnEnemySpawning. Number of enemies to spawn: 1 number of spawn tiles: 18
BattleControlScript.HandleEndOfTurnEnemySpawning: SPAWNING ENEMY
BattleControlScript.SpawnEscortObjectiveEnemy. Method called. 1
BattleControlScript.SpawnEscortObjectiveEnemy. Spawning enemies in player exit zone. Number of tiles: 4
BattleControlScript.SpawnEscortObjectiveEnemy. Found unoccupoed tile in player flee area: (22.0, 0.0, 0.0)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[CharacterContainer].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnEscortObjectiveEnemy (Int32 numberOfEnemiesToSpawnIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.HandleEndOfTurnEnemySpawning () [0x00000] in <filename unknown>:0
  at BattleControlScript.EndTurn () [0x00000] in <filename unknown>:0
  at BattleControlScript.EndCharacterTurn (Boolean requestedByPlayerIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.CheckForInput () [0x00000] in <filename unknown>:0
  at BattleControlScript.Update () [0x00000] in <filename unknown>:0

I think it was trying to spawn somebody on the flee zone,don't remember if anybody spawned there before the freeze. When I was undergoing Escort against churchers they could spawn in the flee zone no problem...

Edit:
Tried second time and it freezes after a while, several guys were spawned at various places including one at the player's flee zone. The freeze always happen when it's the time for the second one to be spawn in the flee zone.
Tile params: Mafia, low wealth, danger 1, 25% crime

The third time I choose different tile (Mafia, high wealth, danger 3, 45% crime) and not putting down any enemy (so nobody spawns). Plus won't remove gate, going around again...

Results of the third Mafia attempt:
-- No issue (1): Could target enemies right from the first turn.
-- No issue (2): We were able to flee.
-- No spawning issue, though that's probably because no enemy harmed? (so no one spawned...)
I let escape the civilian and two party members. And at the end sacrificed remaining. Still, the battle ended in strategic victory with civilian escaped. Looks good. Plus no issues in the log.
« Last Edit: August 26, 2017, 10:11:50 PM by ushas »

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: Graveyard Escort Mission
« Reply #2 on: August 26, 2017, 10:18:53 PM »
In preliminary conclusion, when comparing opening gates with churchers and leaving them closed with mafia, it leads to suspicion that issues experienced with the former are related to the gate opening. There are many combinations yet to test though. For now, I'll send you two legs: one for churchers ending in segfault and one for Mafia with spawning problem.

Another difference is the gate at the opposite side of the graveyard (albeit not so much an issue). See attached picture. If the gate at the beginning is opened -> this one won't be considered as blocking object and you can step on its tiles. If gates are closed -> this works as in previous versions, with cover and everything...

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: Graveyard Escort Mission
« Reply #3 on: August 28, 2017, 12:06:09 PM »
Thanks, it looks like you're right on this. Will check this out soon

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: [Fix Req] Graveyard Escort Mission
« Reply #4 on: August 28, 2017, 09:47:20 PM »
Not sure what am supposed to be right about, but guess it doesn't matter. If you have any suspicions what else is good to check with Escort, I can test stuff here and there for a few more days. Will try to move on for now. The party complains about not seeing much leveling when they are replaying the same mission over.

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Fix Req] Graveyard Escort Mission
« Reply #5 on: August 29, 2017, 09:58:34 AM »
Sorry, wasn't clear there - meant about opening the gate causing the map to be reset, that's very probably the case.

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Fix Req] Graveyard Escort Mission
« Reply #6 on: September 04, 2017, 07:44:58 PM »
(v19, linux, Vi, SuburbsGraveyard1, config:2, party of 4 + temp. ally)

Finished Escort 2x with churchers on danger 1 tile. Then tried through console also Mafia and Survivalists, different danger/crime. Seems the issues below might be consistent.

Issues
  1) The first turn in combat can render units untargetable:
See the first two attached images. It behaves as if units (that haven't acted yet) weren't physically there. So I could only move during the first turn, not attack. However, this was happening only in the case when you remove the gate (by bypassing or bashing), not when it's left closed. I don't recall this from previous versions. Is it possible that it may relate to the fix of the gate's pathfinding?

  2) Can't flee from the flee zone:
When you reach the flee zone, there is no flee button. None of my units could flee the mission. Temporary ally couldn't. Tried step off & on, weapons/modes, etc. There is no shortcut for fleeing, so without the button it's probably impossible?
Edit: Was able to finish the mission and flee with Mafia & Not removing the gate (going around), see below.

  3) Ending the mission by eliminating all:
Unable to flee, decided to eliminate enemies instead. So the mission ended with that. I got strategic defeat + "civilian killed" on debriefing, even when no damage was done to the said civilian. However, the main issue is that in both cases (churchers), when it ended like this, I decided to quit the game it the game ended in segmentation fault.

None obvious errors seen in the log, except this one at the beginning of the map:
Code: [Select]
BattleControlScript.SetGlobalBonuses. Damage multiplier: 1 max enemies to spawn: 1
BCS.SpawnPlayerTeam. Method called. Number of allied units for this level: 4
BattleControlScript.GetCharacterStartPositon. is player character: True No player team start positions: 0 enemy start tiles: 0
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[UnityEngine.Vector3].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BattleControlScript.GetCharacterStartPosition (Boolean isPlayerCharacterIn, Int32 speakerPositionIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnPlayerTeam () [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnLevelCharacters () [0x00000] in <filename unknown>:0
  at BattleControlScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
  at ScriptReferenceScript.BeginLevelSetup () [0x00000] in <filename unknown>:0
  at ScriptReferenceScript.Start () [0x00000] in <filename unknown>:0



Sugg/Qu-estions
-- Is it intended that this mission could trigger for any gang?
-- In general, wouldn't bother, but this mission is special due to refreshing objective, not the usual assault. So in this case  - what about giving Escort a little attention? Perhaps something instead of "[Escort Dialogue]" or anything else you planned... Apart game pacing advantages, also gives players a taste of mission variety.
-- It isn't clear to me why keeping the civilian safe by eliminating everybody (seeing "Victory!" at the end) leads to strategic defeat with "civilian killed" outcome. No problem if that's intended, but perhaps it would be useful to take a look how you want to communicate the key objective at the beginning, as well as how various endings are presented at the end.
-- Clothes when?

Have fixed 1 & 2. Will look at 3 tomorrow, maybe an error in categorising the outcome, or maybe a text element not being updated. I think the issue in your next post around enemy spawning is fixed too, but will confirm tomorrow.

Haven't figured out yet if it will be specific to a gang - initial thinking was the survivalists have bank job, mafia this, and churchers a different "special" mission. Any thoughts on this? I'll write up a small bit of text for this too, before EA, and replace the model with the intended one.
« Last Edit: September 04, 2017, 07:47:30 PM by Daithi »

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: Graveyard Escort Mission
« Reply #7 on: September 05, 2017, 04:53:19 PM »
(all below are Escort missions with Mafia and 4 party members, triggered via console)
Ok. So tried to go around to finish the mission without the gate removing, and got myself into another issue:

This time it's Mafia, and after a few turns when several units have spawn on various places the game freezes at another spawn event when I tried to end Emilia's turn. In the log:
Code: [Select]
BattleControlScript.EndCharacterTurn. Has reached end of turn
BattleControlScript.EndTurn: Method called
BattleControlScript.GetNumberOfEnemiesThatCanBeSpawnedBeforeMaxInstantiatedEnemiesExceeded. Max instantiated enemies: 5 current enemies: 4
BattleControlScript.HandleEndOfTurnEnemySpawning. Number of enemies before exceeding max instantiated: 1
BattleControlScript.HandleEndOfTurnEnemySpawning. Number of enemies to spawn: 1 number of spawn tiles: 18
BattleControlScript.HandleEndOfTurnEnemySpawning: SPAWNING ENEMY
BattleControlScript.SpawnEscortObjectiveEnemy. Method called. 1
BattleControlScript.SpawnEscortObjectiveEnemy. Spawning enemies in player exit zone. Number of tiles: 4
BattleControlScript.SpawnEscortObjectiveEnemy. Found unoccupoed tile in player flee area: (22.0, 0.0, 0.0)
ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[CharacterContainer].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at BattleControlScript.SpawnEscortObjectiveEnemy (Int32 numberOfEnemiesToSpawnIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.HandleEndOfTurnEnemySpawning () [0x00000] in <filename unknown>:0
  at BattleControlScript.EndTurn () [0x00000] in <filename unknown>:0
  at BattleControlScript.EndCharacterTurn (Boolean requestedByPlayerIn) [0x00000] in <filename unknown>:0
  at BattleControlScript.CheckForInput () [0x00000] in <filename unknown>:0
  at BattleControlScript.Update () [0x00000] in <filename unknown>:0

I think it was trying to spawn somebody on the flee zone,don't remember if anybody spawned there before the freeze. When I was undergoing Escort against churchers they could spawn in the flee zone no problem...

Edit:
Tried second time and it freezes after a while, several guys were spawned at various places including one at the player's flee zone. The freeze always happen when it's the time for the second one to be spawn in the flee zone.
Tile params: Mafia, low wealth, danger 1, 25% crime

The third time I choose different tile (Mafia, high wealth, danger 3, 45% crime) and not putting down any enemy (so nobody spawns). Plus won't remove gate, going around again...

Results of the third Mafia attempt:
-- No issue (1): Could target enemies right from the first turn.
-- No issue (2): We were able to flee.
-- No spawning issue, though that's probably because no enemy harmed? (so no one spawned...)
I let escape the civilian and two party members. And at the end sacrificed remaining. Still, the battle ended in strategic victory with civilian escaped. Looks good. Plus no issues in the log.

This was a separate issue, caused by a missing line of code which prevents the error. Was unrelated to the general spawning issue that was fixed earlier in V20. Still need to look at the incorrect labelling in 3.

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Fix Req] Graveyard Escort Mission
« Reply #8 on: September 05, 2017, 05:54:23 PM »
Mission now labelled correctly if you fight your way out & temp character replaced.

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: [Fix Req] Graveyard Escort Mission
« Reply #9 on: September 07, 2017, 07:42:41 PM »
Haven't figured out yet if it will be specific to a gang - initial thinking was the survivalists have bank job, mafia this, and churchers a different "special" mission. Any thoughts on this? I'll write up a small bit of text for this too, before EA, and replace the model with the intended one.
Well, It's not for me to assess to whom. However, in my game the guy happen to share surname with another person, also Mafia mission. Could be just coincidence...

Now thinking of it more generally (not spec. about this one), maybe some uni-gang special missions would be neat too. Personalizing a playthrough if desirable direction. For example, if triggers for the gang that is faring well (eg. after some period of ingame time the least troubled by us) and we are attacking a tile with high enough crime % -> giving impression that they are becoming bolder as result of player's inaction.

Btw. sorry was just kidding about char. model.

Mission now labelled correctly if you fight your way out & temp character replaced.
What is the right outcome when we eliminate everybody then?

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Fix Req] Graveyard Escort Mission
« Reply #10 on: September 07, 2017, 08:22:56 PM »
It's worth thinking about (the mission idea) but after EA :)

Victory (ie all enemies taken out) + Strategic victory (character saved) I believe

ushas

  • Hero Member
  • *****
  • Posts: 661
Re: [Fix Req] Graveyard Escort Mission
« Reply #11 on: September 07, 2017, 11:52:43 PM »
Here, you can use this to automatize waving the EA stick:


Victory (ie all enemies taken out) + Strategic victory (character saved) I believe
I'm probably not getting something, but what is then difference between  Defend Civilian  and  Escort Civilian  objectives when one eliminates everybody?   

Edit: Shouldn't we be required to get him to the exit zone for the best outcome?
Or there is also # of turns difference (i.e. time) based on how one choose to deal with this.
« Last Edit: September 08, 2017, 10:18:13 AM by Daithi »

Daithi

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 1250
Re: [Fix Req] Graveyard Escort Mission
« Reply #12 on: September 08, 2017, 10:18:22 AM »


Edited your post by accident when getting the image :)