GROUND BRANCH

GROUND BRANCH

Simple Mission Generator
 This topic has been pinned, so it's probably important
tjl  [developer] 28 May, 2024 @ 12:33am
Bugs - If you find any bugs please post them in this thread.
This is still a work in progress. Please provide any info on bugs.
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Showing 1-9 of 9 comments
CaptainKebab 28 May, 2024 @ 6:32am 
Hello,
The Intel Laptop in the Ready Room and the Laptop on the Map do not show this loading bar. As well the Bomb do not show this bar.
Could you pls fix it or explain what I might did wrong. :)
tjl  [developer] 14 Aug, 2024 @ 12:43pm 
That issue is now fixed in 1034.5. It was how the game and steam workshop were interacting.
Jon Conley 17 Aug, 2024 @ 1:10pm 
Hey Travis,

There's a bug where when admins spawn players into a match after it has already started, their player pawn is stuck in the spawn location and they cannot move or shoot. This includes admins themselves.

Also, when switching between maps, the game sometimes hangs, forcing the players to quit the game. I'll let you know if there's any observable pattern. We just swapped from Depot to Docks and most players had their games freeze.
Last edited by Jon Conley; 17 Aug, 2024 @ 2:02pm
tjl  [developer] 17 Aug, 2024 @ 2:24pm 
OK, that seems a little weird.

That part of the code would have been from the stock standard 2021/22 TH lua coding.

Every 0.25 seconds the code will scan the player base and get the players locations as well as check for new players. If a new player is detected then a tag gets added to the controller so they can be tracked etc going forward.

OK, here is the problem.

local FreezeTime = gamemode.GetRoundStageTime()
player.FreezePlayer(PlayerState, FreezeTime)

When a player would normally spawn in during the pre-round wait they get frozen for a few seconds until the main in-progress round would start. If they are brought into the game during the main in-progress round then they are going to be frozen for the length of that round.

This will be a few line fix after I have some coffee.

Not sure what is happening with the admin though.
Jon Conley 23 Aug, 2024 @ 4:20pm 
Originally posted by tjl:
OK, that seems a little weird.

That part of the code would have been from the stock standard 2021/22 TH lua coding.

Every 0.25 seconds the code will scan the player base and get the players locations as well as check for new players. If a new player is detected then a tag gets added to the controller so they can be tracked etc going forward.

OK, here is the problem.

local FreezeTime = gamemode.GetRoundStageTime()
player.FreezePlayer(PlayerState, FreezeTime)

When a player would normally spawn in during the pre-round wait they get frozen for a few seconds until the main in-progress round would start. If they are brought into the game during the main in-progress round then they are going to be frozen for the length of that round.

This will be a few line fix after I have some coffee.

Not sure what is happening with the admin though.

Yeah, it applies to players and admins alike. Thanks for looking into it. Great game mode!
Trying the mod for the first time and no enemies are spawning in, only tested on the 747 level.
tjl  [developer] 11 May @ 3:01pm 
Need to update the AI kit files and test a few other things due to the changes for 1035.
The only really noticeable bug I could find, and unfortunately it's a distinguished one, is that the MOMENT the map starts, they execute their own HVT. Which, while very funny (literally every time it gets me), and not totally game breaking for me, is probably not what you had in mind.
tjl  [developer] 21 Jun @ 10:34pm 
Thanks, I put that in the comments. At the current time in 1035 the devs have broken the setteamattitude command again (they broke it for 1034) so for the moment all hvts and hostages get executed at the start of the round. Nothing I can do about it for the moment other than hope it gets fixed sooner rather than later.
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