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 Mission: [Coalition] Nuclear Silo **UPDATED*** 
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Joined: Thu Nov 19, 2009 1:16 am
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 Mission: [Coalition] Nuclear Silo **UPDATED***
Our troops have stolen a control ship from the Dummies, it needs to be sent back to headquarters ASAP !
To create a surprise effect, our generals decided it must be launched into orbit on board an old Mk2 Rocket. We have it docked at the bottom of a decomissioned nuclear weapon sites.
* Make sure you get rid of the roof at the top of the silo
* The control chip MUST leave this planet INSIDE our Mk2 Rocket !

Good luck soldier, the Dummy forces will be here very soon.

****UPDATED ****
    Weegee made this mission compatible for B24
    the weapon choices correspond to factions
    Better waypoints for Dummies to come through the right side tunnels
    More space on the top deck

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Last edited by orbitingstacio on Fri May 06, 2011 3:09 pm, edited 1 time in total.



Thu Nov 19, 2009 2:31 am
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Post Re: Mission: [Coalition] Nuclear Silo
It's an alright mission. Pretty easy.

Except for the tunnel to fly the rocket out of. It's waaaaaaaaaaaaaaaaaaaaaaay too thin. The atoms in the legs keep getting stuck into the side which get you stuck.


Thu Nov 19, 2009 4:28 am
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Post Re: Mission: [Coalition] Nuclear Silo
Launching the rocket was painful. It always gets stuck. I was okay hard, I tried 5 times to win.

But, it isn't all that fun. It's just, plain.


Thu Nov 19, 2009 2:28 pm
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Post Re: Mission: [Coalition] Nuclear Silo
whitty wrote:
It's an alright mission. Pretty easy.

Except for the tunnel to fly the rocket out of. It's waaaaaaaaaaaaaaaaaaaaaaay too thin. The atoms in the legs keep getting stuck into the side which get you stuck.


I think that's the challenge of this mission....after a few tries I easily got the hang of it ( my computer is very slow though, I can only imagine how this runs when fast)
But if stuff starts falling down the silo, blocking the way, it gets impossible.


Thu Nov 19, 2009 5:22 pm
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Post Re: Mission: [Coalition] Nuclear Silo
I suggest increasing the silo's width by at least 2 blocks (A block is about the thickness of a wall), and increasing the defenses around the silo's exit. Other than that, it is a good mission. Simple, but good.


Fri Nov 20, 2009 2:15 am
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Post Re: Mission: [Coalition] Nuclear Silo
Oi, got a dumb question for you, but how do I get the rocket to move?
It's thrusting away, and going nowhere.

Otherwise, it's pretty easy to keep the enemies away from the silo, though I got bored and bombed them into dust, taking out my immobile rocket in the process.
This resulted in a crash.


Fri Nov 20, 2009 7:00 am
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Post Re: Mission: [Coalition] Nuclear Silo
PhantomAGN wrote:
Oi, got a dumb question for you, but how do I get the rocket to move?
It's thrusting away, and going nowhere.

Otherwise, it's pretty easy to keep the enemies away from the silo, though I got bored and bombed them into dust, taking out my immobile rocket in the process.
This resulted in a crash.


- You must release it from the dock. When the rocket is the selected player, right click, then choose the top option ( where "reload" usually is).
-strange...I thought I got rid of the CCcrash-when-rocket-explodes bug.


Fri Nov 20, 2009 9:37 am
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Post Re: Mission: [Coalition] Nuclear Silo
Nice to see some more campaign missions.

About the crashes: If you access a pointer that points to a dead actor the game might crash. Avoid this by testing if the object/actor is valid first with "MovableMan:ValidMO(Pointer)" or "MovableMan:IsActor(Pointer)".


Sat Nov 21, 2009 10:22 am
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Post Re: Mission: [Coalition] Nuclear Silo
Abdul Alhazred wrote:
Nice to see some more campaign missions.

About the crashes: If you access a pointer that points to a dead actor the game might crash. Avoid this by testing if the object/actor is valid first with "MovableMan:ValidMO(Pointer)" or "MovableMan:IsActor(Pointer)".


thank you Abdul.
Yes, I tried to avoid any references to dead pointers, this one must've escaped me.
It's odd, but "MovableMan:IsActor()" didn't work out to find if the rocket was dead or not...instead, I tested the actor's "AIMode" property - I noted it went totally out of range when the rocket exploded.

I'll update the mission when I have time ( maybe next week) with
- fix the application crashes
- give waypoints for the dummies to get in through the right tunnel

I'll try it on a faster computer, to see if it's really that difficult to get out of the silo... I think it's part of the stress of this mission : clearing the top, then not blowing the rocket on the way up.


Sat Nov 21, 2009 3:18 pm
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Post Re: Mission: [Coalition] Nuclear Silo
orbitingstacio wrote:
It's odd, but "MovableMan:IsActor()" didn't work out to find if the rocket was dead or not...instead, I tested the actor's "AIMode" property - I noted it went totally out of range when the rocket exploded.
Ok, now I understand what the AIMode > 20 test was for. I suspect AIMode goes out of range because the object is deleted, so it is probably not completely safe. I actually tested replacing "theRocket.AIMode>20" with "not MovableMan:IsActor(theRocket)" since IsActor did not work for you, and it seemed to work fine for me. But maybe this wasn't a pointer error at all, because I never experienced any crashes with your code anyway.


Sat Nov 21, 2009 4:08 pm
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Post Re: Mission: [Coalition] Nuclear Silo
omg so many dummies...CAN"T WIN!!!

This is a nice simple scene. Its kind of hard too which is good.


Sun Nov 22, 2009 12:29 am
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Post Re: Mission: [Coalition] Nuclear Silo
too easy, I didn't even need to break the top to get out


Sun Nov 22, 2009 12:32 am
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Post Re: Mission: [Coalition] Nuclear Silo
Why hath Weegee cut us off from crazy good missions...


Sun Nov 22, 2009 1:10 am
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Post Re: Mission: [Coalition] Nuclear Silo
He went to Vegas and gambled away his scenes?


Sun Nov 22, 2009 7:37 am
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Post Re: Mission: [Coalition] Nuclear Silo
Lizard wrote:
He went to Vegas and gambled away his scenes?

THAT or he just decided to just give it up with scenes making and start a new career as the new real-life Rambo in some terrorist/milita-infested jungle


Mon Nov 23, 2009 5:50 pm
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