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New Map - High_Wire_Act
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Old 03-25-2017, 11:03 PM
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New Map - High_Wire_Act

Remake of Vertigo in reverse with some subtle changes to the terrain. Heavy hitting random map with smackdowns and 1-5-8 difficulty switches

tested so far only on hard, but I am pretty optimistic this one works out of the box. Suckmeter Edition material.

high-wire_act 04-01-2017

04-01 version fixes the fix, and then also fixes where we spawn. Area Alpha was too small
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Last edited by Fishmonger : 04-01-2017 at 10:04 PM.
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Re: New Map - High_Wire_Act
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Old 03-26-2017, 12:42 AM
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Re: New Map - High_Wire_Act

new version on sunday - needs a few tweaks
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Re: New Map - High_Wire_Act
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Old 03-27-2017, 05:36 PM
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Re: New Map - High_Wire_Act

Found the pesky bugger using Excel - I knew ONE group out of 168 was bad, but in 6000 lines of shit it's hard to find something you don't know how to search for.

Excel imports the XML quite nicely and lets you filter each column - and in 30 seconds I had the culprit! Will do some of that stuff on other maps that have caused problems

Code:
			<unit name="group_unit" group="mex_guerrilla_patrol" group_id="area160alpha" vehicle_id="none" crew="false">
				<order order="Guard" source_pos="10519.097 8947.71 0" order_pos="11343.041 8782.7793 0" patrol_type="moveguard_recon">
				</order>
				<position pos_x="10519.097" pos_y="8947.71" pos_z="200.00003"/>
				<rotation yaw="0" pitch="0" roll="-44.998333"/>
			</unit>
mex_guerrilla_patrol crashes in OGR mode. I only searched for mex_guerrilla_recon, which is a more common mistake in the editor. It requires a number at the end, e.g. "mex_guerrilla_patrol2" to specify the count of enemies in that group.

I expect to get the new version out tonight.
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Re: New Map - High_Wire_Act
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Old 03-27-2017, 09:03 PM
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Re: New Map - High_Wire_Act

Cool.
Code is such a bitch.
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Re: New Map - High_Wire_Act
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Old 03-30-2017, 10:18 PM
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Re: New Map - High_Wire_Act

FYI - the code I fixed, I also fat-fingered guerilla as guerrilla, so the group still doesn't exist, explaining the crash last night.

I'll take care of it on the weekend, when I will have time to adjust the dates on the minimap and do a few otehr small things I wanted to do, like remove floating graffiti and try to move the spawn of all ghosts to the upper deck of the water tower.

Until then, we'll just stay away from the east side
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Re: New Map - High_Wire_Act
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Old 04-01-2017, 10:05 PM
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Re: New Map - High_Wire_Act

new version - fixed the fat fingered fix from last time plus one more thing,
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