Editor 7.1.4 issues

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Erik2
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Editor 7.1.4 issues

Post by Erik2 » Sun Nov 18, 2018 11:52 am

There's something iffy about commanders/faction flags.
Edit: I used a full 7.1.4 install.

Custom scenario with both Wehrmacht and Waffen SS factions.

Added a bunch of Wehrmacht commanders.
Note that the options are Neutral :shock: or Wehrmacht.
There's also a slight graphical glitch on the left side of each flag.
commander_editor.jpg
commander_editor.jpg (147.26 KiB) Viewed 1042 times
In the game all commanders are assigned to Waffen SS.
It seems the flag/factions have shifted one position.
commander_game.jpg
commander_game.jpg (119.09 KiB) Viewed 1042 times

Erik2
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Re: Editor 7.1.4 issues

Post by Erik2 » Sun Nov 18, 2018 11:54 am

I use a graphic flag mode.
Could anyone using the stock graphics check if they see the same issues?

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Re: Editor 7.1.4 issues

Post by GabeKnight » Sun Nov 18, 2018 12:31 pm

Can confirm, It's the same:

Screenshot 747.jpg
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Screenshot 746.jpg
Screenshot 746.jpg (41.63 KiB) Viewed 1032 times

Erik2
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Re: Editor 7.1.4 issues

Post by Erik2 » Sun Nov 18, 2018 12:55 pm

I got the scenario working by shifting to the flag to the left.
...until an official fix probably breaks my shifty solution 8)

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Re: Editor 7.1.4 issues

Post by bru888 » Sun Nov 18, 2018 4:35 pm

This seems to have resulted from adding the alliance color to the nation flag in certain effects. "Why bother" is anybody's guess; it makes the flags harder to recognize.

Anyway, for most effects in which nations are selectable, such as these, it seems to still work:

Screenshot 1.jpg
Screenshot 1.jpg (207.98 KiB) Viewed 1014 times

But for the Unlock Commander effect, it's broken. I happened to have Donbass still up in my editor and I find that commanders have neither nation to select, only neutral:

Screenshot 2.jpg
Screenshot 2.jpg (207.41 KiB) Viewed 1014 times
- Bru

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Re: Editor 7.1.4 issues

Post by bru888 » Sun Nov 18, 2018 4:48 pm

Here is General Hube in Donbass:

Screenshot 1.jpg
Screenshot 1.jpg (197.3 KiB) Viewed 1011 times

Then I added Waffen SS with a distinctive alliance color:

Screenshot 2.jpg
Screenshot 2.jpg (179.15 KiB) Viewed 1011 times

As you can see here, the alliance colors are correct but Germany is assigned the Neutral flag and Waffen SS is assigned the German flag. I would assume the alliance colors govern but if and when this gets fixed, whatever "shifty" resolution you are using in a custom scenario may need to be edited again.
Attachments
Screenshot 3.jpg
Screenshot 3.jpg (207.82 KiB) Viewed 1011 times
- Bru

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Re: Editor 7.1.4 issues

Post by GabeKnight » Sun Nov 18, 2018 5:21 pm

bru888 wrote:
Sun Nov 18, 2018 4:35 pm
This seems to have resulted from adding the alliance color to the nation flag in certain effects. "Why bother" is anybody's guess; it makes the flags harder to recognize.
:shock: Yes, you're right, I didn't see it before. Looked like a graphical shift/glitch to me. :oops:

Now it makes more sense. I like it, it's a time saver.
bru888 wrote:
Sun Nov 18, 2018 4:35 pm
But for the Unlock Commander effect, it's broken. I happened to have Donbass still up in my editor and I find that commanders have neither nation to select, only neutral:
Is the whole thing broken or just the display of the (neutral) flags? I mean, does selecting "neutral" assign the commanders to the right faction or not?

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Re: Editor 7.1.4 issues

Post by bru888 » Sun Nov 18, 2018 5:30 pm

GabeKnight wrote:
Sun Nov 18, 2018 5:21 pm
Is the whole thing broken or just the display of the (neutral) flags? I mean, does selecting "neutral" assign the commanders to the right faction or not?
It's a mismatch, as I termed it in the Current Bugs thread. The alliance color apparently governs. Erik's "shifty" solution apparently works for him for now but I would be concerned that if and when this gets fixed, he is going to have a problem in the other direction.
- Bru

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Re: Editor 7.1.4 issues

Post by Horst » Sun Nov 18, 2018 5:56 pm

Please share whatever flag "shift"-fix is possible!
I don't want to wait until next year for an official "solution" (that possibly breaks another thing again...)

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Re: Editor 7.1.4 issues

Post by bru888 » Sun Nov 18, 2018 6:16 pm

Here's what I think Erik was saying.

This is from Operation Rumyantsev of Endsieg in which only Germany and USSR appear. Guderian looks like he's eligible only for Neutral:

Screenshot 1.jpg
Screenshot 1.jpg (214.01 KiB) Viewed 984 times

Now I add Waffen SS to another alliance with a different color:

Screenshot 3.jpg
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The wrong flags are shown now but the alliance colors are correct. The one to the left is Germany and the one to the right is Waffen SS, according to their order in the Alliances tab:

Screenshot 4.jpg
Screenshot 4.jpg (210.79 KiB) Viewed 984 times

So that is what Erik meant by shifting to the left, especially when both nations are in the same alliance (same color) as Germany and Waffen SS usually are; the alliance colors are the same in that case. The problem with using this workaround is that when the bug gets fixed, I'm thinking this is going to be a problem in the other direction that will have to be edited again in your custom scenario.
- Bru

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Re: Editor 7.1.4 issues

Post by GabeKnight » Sun Nov 18, 2018 6:25 pm

bru888 wrote:
Sun Nov 18, 2018 6:16 pm
So that is what Erik meant by shifting to the left, especially when both nations are in the same alliance (same color) as Germany and Waffen SS usually are; the alliance colors are the same in that case. The problem with using this workaround is that when the bug gets fixed, I'm thinking this is going to be a problem in the other direction that will have to be edited again.
Thanks for the clarification. Actually that puts my mind at ease. In my opinion, it's just an internal mismatch with the flag-pics-ID but not the faction-ID. If it works correctly inside the missions, this really shouldn't break any scens after it's fixed.

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Re: Editor 7.1.4 issues

Post by Horst » Sun Nov 18, 2018 6:44 pm

Alright, a bit complicated but better than no fix at all.
Too bad some devs don't bother to run the game once in a while to test their code changes. :roll:

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Re: Editor 7.1.4 issues

Post by bru888 » Sun Nov 18, 2018 7:19 pm

Horst wrote:
Sun Nov 18, 2018 6:44 pm
Alright, a bit complicated but better than no fix at all.
Too bad some devs don't bother to run the game once in a while to test their code changes. :roll:
Or, and this is said very gently, leave minor things that are working well just as they are and concentrate on fixing or enhancing important matters. I'm sure I don't need to remind them, but I will, of the law of diminishing returns in programming, of how a minor superficial change for a very small benefit can turn into a major issue due to another axiom, the law of unintended consequences. The more complicated you make something, the more any silly little change may have an impact.

This thing of adding alliance colors to flags was ill-advised not only for this reason but for the fact that it partially obscures the flags! Take for example, these three. With the alliance color covering the left quarter of each flag, it's going to be hard to differentiate them if these nations are in the same scenario:

capPointFlag_ussr.png
capPointFlag_ussr.png (16.38 KiB) Viewed 968 times
capPointFlag_china_communists.png
capPointFlag_china_communists.png (15.57 KiB) Viewed 968 times
capPointFlag_china.png
capPointFlag_china.png (18.21 KiB) Viewed 968 times

So the best solution would be to remove this feature altogether.
- Bru

Erik2
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Crop map vs 'Check Unit(s) near hex' bug

Post by Erik2 » Tue Nov 20, 2018 5:05 pm

After cropping the map, all ' Check Unit(s) near hex' Target Hexes were off.
(The Spawn Unit Target Hexes used in the same trigger were OK).
check units.jpg
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'Check Unit(s) near hex' bug?

Post by Erik2 » Tue Nov 20, 2018 5:53 pm

I have a problem gettting the 'Check Unit(s) near hex' condition to work properly.

I want to spawn a German airstrip whenever a Soviet airstrip is destroyed.
In addition to the condition in the previous post I have addded the Unit Type = Airstrip condition.
So: no Soviet airstrip in the location should spawn a German airstrip in the same location (or next to it if another land units blocks the target hex).
Problem is that the German airstrip spawn is triggered immediately on scenario start.
unit type.jpg
unit type.jpg (40.76 KiB) Viewed 937 times
Am I doing something wrong?

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Re: Editor 7.1.4 issues

Post by bru888 » Tue Nov 20, 2018 6:48 pm

If you post full screen shots of the triggers, I'll try to replicate what you are experiencing. Maybe I might catch something.
- Bru

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Re: Editor 7.1.4 issues

Post by Erik2 » Wed Nov 21, 2018 8:05 am

bru888 wrote:
Tue Nov 20, 2018 6:48 pm
If you post full screen shots of the triggers, I'll try to replicate what you are experiencing. Maybe I might catch something.
You can download the scenario here:
https://www.dropbox.com/s/vuh1s2g54u0yn ... 1.zip?dl=0

Please check the Airstrip folder (all triggers are similar).

Thanks
Erik

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Re: Editor 7.1.4 issues

Post by GabeKnight » Wed Nov 21, 2018 9:26 am

Erik2 wrote:
Wed Nov 21, 2018 8:05 am
Please check the Airstrip folder (all triggers are similar).
The trigger setup as such is okay, tested it.

No idea why it doesn't work in your scen. The only obvious thing I've found was the missing "=" with your triggers compared to mine. The only way to change it was to delete the trigger and place it anew. Didn't test your scen, though, it's multiplayer. Here's what I mean:

Screenshot 751.jpg
existing trigger
Screenshot 751.jpg (232.64 KiB) Viewed 917 times


Screenshot 752.jpg
new trigger
Screenshot 752.jpg (234.66 KiB) Viewed 917 times

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Re: 'Check Unit(s) near hex' bug?

Post by bebro » Wed Nov 21, 2018 9:49 am

Erik2 wrote:
Tue Nov 20, 2018 5:53 pm
I have a problem gettting the 'Check Unit(s) near hex' condition to work properly.

Problem is that the German airstrip spawn is triggered immediately on scenario start.
Have you been working for a longer period on this, over several new releases/patches/versions?

The missing "=" that only shows up when you redo the trigger - the reason *could* be that something has been changed or reworked but the scenario is reading a trigger from before the change, messing stuff up.

IIRC "unit near hex" triggers/conditions got a few changes to include new possibilities over time.

As for the Ger airstrip spawn - is the trigger set to fire on "any event" indeed? This could be the prob here. Because there are usually lots of events firing directly at scn start to set things - then more specific limits on when it can fire would be needed in such a case.

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Re: Editor 7.1.4 issues

Post by Erik2 » Wed Nov 21, 2018 4:23 pm

This is an old scenario started a few patches back.
I deleted and created the trigger from scratch, now it works :D
The Amount = is displayed as well.

Thanks everybody.

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