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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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Is there a WAC size limit?
I posted this in the BHDTS forum on DFBarracks first but there hasn't been much response and, as this applies to DFX and JO, too, I thought I'd ask here.Is there a size limit for WAC files?
Just wondering if there is a size limit for wacs because I've noticed that when I try and post a biggie I always end up with quite a few not triggering. My latest map (Operation Starbright: Team Sabre) has a well enough scripted WAC but at first only three quarters of the waves would trigger. I reversed the sequence of triggers in the WAC and then they all triggered except for the first three wave triggers. I then placed the first three back at the beginning of the WAC but the ones that are due to trigger after them started not working. I then placed them at the beginning and they started again but the following wave triggers ...... Anyway, you get the idea. This has happened on BHD, DFX 1 and 2. JO etc. Is there a way to stop this? I've looked in the stock maps for BHD and the wacs are all quite small. Is that because of a size limit? Any help on this would really be appreciated. |
#2
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I have found that if I used all 20 THENs of a trigger that things would not happen and I would have to drop back to maybe 12 and 8 in 2 IFs. Maybe your problem is similar, too much at once, followed by, or concurrent with, a succeeding script or IF THENs trying to execute at the same time. The other oddity is a failed instance, like a helo set to HOVER, that jumps to point 0,0 and is stuck, seems to cascade the failure into other events IFs either in the Event or WAC areas. Ultimately, I find that if everything is written correctly, it all will work. That's what I've experienced.
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#3
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No, there is no limits on the WAC.
make sure there are absolutely NO errors. remember, if a WAC script has a single error, any scripts below that will not work. these errors can be as simple has a period or comma.....etc also, are you using comments in the scripts for the wavs? comments as in, telling the wave says. Example: Wave("blank.wav") //Move out bravo move out...... if so, try removing ALL comments and try again. there's have been countless times that the comments has caused errors in my WAC. |
#4
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Amazing you 2 "PROS" don't know the most basic mapping stuff, after all these YEARS
I always say the same, 'READ THE MANUAL' and some of my admirer's say I'm too soft on you....lol let me choke on that for a minute ..lol, remember SK and Skinny why I jump on your over-inflated wac's for this very reason, and then???? waveready????? like it was written by a school kid in his first year of booly ...lol Aim for 25kb, I've run wacs at 23kb (thats big) again the game engine reads the wac file every second, the SAME reason why you cant Trigger under one second, (poor skinny been eating croc meat again) as the game reads the wac, IT DOES NOT TAKE THE TEXT AND CONSOL TO MEMORY only the important stuff Commands are loaded by the game engine to memory in it's own syntex so it you want memory, use short wac commands not the long winded stuff(variables) Although these switches are good, many V commands lie around choking the wac list hence a waste of space, better to use a simple trigger Nova's Game.wac // WAC Logic and Math (tests for inside IF statement) // Example: IF V1<12 AND V2<12 THEN // Note: this compiles to IF (V1<12) AND (V2<12) THEN also //both do the same thing if past(10) and never() //then waste of space if ontick(10) then //the best way to save memory At all time avoid pointless code or commands. wavereadylololol (a hangover from BHD) use loops if it is shorter, Above all extract your games wac and learn by heart, DFX2 is the same as JOESC, and have a few timesavers, player loop, group loop, etc which saves a lot of space, Above all THE GAME ENGINE MUST READ THE WAC IN ONE SECOND, IF IT CAN'T THEN YOU HAVE A PROBLEM "M" |
#5
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I think that somewhere between everything everyone has said should give me some kind of solution to this. But as I said before, reversing the sequence seems to have worked for all but three waves. I'll take out the comments and chop up the lines to exclude the wavereadies where they aren't necessary. I told SK once before that there were no probs in the WAC when 1 day later Dashie spotted one on a consol command ... But sometimes it can be the strangest thing, such as a space between the wave file and the ". Now, MERMITE, does ontick really use less memory than past? Please explain. I really am no expert with WACs. To me, they might as well be magic:. Anyway, I'll let you all know what happens and thanks for all your help folks
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#6
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My maps are 95% wac, I find it easier than all those Crappie event editors that should have been redesigned years ago, I see the wac as one may see a shoot or edit list in the movies, once you get ya act together these wac's do define a good map from one that is average at best, many mappers have designed there OWN style and lay out,
Iv'e just played a map where the entire wac was written horizontally....wow try figure that out, myself I do mine in paragraphs as in //INFIL //TARGET //XFIL I prefer to use SSN2SSN rather than ssntossn, just habit is all also if past(10) and never() then text("kill him") endif but if ontick(10) and never() then etc etc is the correct way (see even I have to be retrained) Also of the above all but the stuff in brackets goes to memory as you know??? the text goes to screen Guys it's important that you get your OWN style and keep to it Just as SK will find out trying to hide 50 - 70 bad guys, when one day he will wish he learnt to teleport groups(with ease) than CLOG up the game engine with hideSSN(000) then unhideSSN(000)'sss ''really am no expert with WACs. To me, they might as well be magic'' says Spinny Rubbish become an expert All you guys doing is moving assets around, the story is in the wac, ...it's not what the hero says, it's what he does says any move script writer Best thing you can do is LEARN, so extract all the wacs outta DFX2 and look and learn real hard, take notes, but caution I think many were machine written DFX1 had a very very good wac of fire with fuel drums, now that got me thinking "M" ps good luck |
#7
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Quote:
You saying you're a pro .... LOL .... You're saying you even have peeps admirering you .... LOL That is soooooo funny .... I'm LMAO @ you !!!! Keep it up ... !
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#8
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LOL. mermite does have a point tho. but still it does not apply here.
Spinney said that when he reversed the commands it worked. which would not change actual size of the file. so size is not the prob. you probably just have a small error in one of the scripts somewhere. |
#9
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if SSNnearSSN(10000,1504,3) then
ssnface 1504 face_normal endif if chain(2) then ssnface 1504 face_surprise endif if chain(2) then ssnface 1504 face_normal endif TWITCH TWITCH ....lol |
#10
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Even if it did work, ... what does the ssnface command have to do with the problem asked ? The bottom line ...... is there a .WAC limit size ? No, there is no .WAC limit size. But, If you have made a mistake on ANY of your .wac scripts then ( like Skinney Killer said ) anything below that .WAC script error will stop working !!! VARIABLEs do not matter ..... and it does not matter about how many VARIABLES you use !!! JMHO, Dave61
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Last edited by dave61; 12-13-2009 at 11:54 AM. |
#11
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I like to use a good combo of events and wac scripts, If it can be done with an event i usualy use that instead of a wac, but there is plenty that cant be done with events or is more eficiant with a wac.
__________________
WTF-Squad Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. -George Carlin |
#12
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yeah, I don't think there's an official WAC limit but I do belive that a very large WAC could affect WAC preformance becuase it has alot more info to read. I think that's what mermite was trying to say.
in any case. WAC size is not your problem spinney. 'Nuff said. |
#13
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So, it's not a case of how big your wac is but what you do with it? There must be a mistake there somewhere but I'm buggered if I can find it. However, the fact something at the bottom of the list works when placed at the top seems to prove that something somewhere in the middle is not right. I prefer to use events and only use the wac for things like ammo2trgt and wave. I sometimes use variables to trigger things but I've messed things up with them a couple of times and what I tend to do is kill an indestructible ammo crate to set something off. Mind you, this is a BHD mission and the wacs differ a tad. MERMITE would be ssnface 1504 face_happy with BHD as you can use that in the wacs. Anyway, here's another conundrum; I once did a map using the BFM mod (Return to Black Mesa) and was able to teleport a SND marker. It was a modded SND marker, however, but the effect was to allow me to run a wave file at the same time as the SND (an alarm). I'm trying to do something similar and the SND markers will not teleport. I tried hidessn and unhide but no luck. What I want to do is begin a noisy rocket kind of sound while simultaneously run an alarm. Any ideas?
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#14
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Q: There must be a mistake there somewhere but I'm buggered if I can find it
A: Break it up into paragraphs eg. --------------------------------//;player near tree if SSNnearSSN(10000,121,3) then quake(1) endif --------------------------------//etc etc think like a movie director, this is what moved me the other way to you Spinny more WAC less events, I had a lot of HASSLE triggering with events for action via the wac. (don't forget event has to have >>>execute wac, cmmd) BHD mission then, wow can I remember???? don't forget you may use the GRIMACE editor with this...lol don't want to upset D61 lolol... PUNCH it up under another post in the BHD section "M" what the heck are you on BHD for????? you just spent a small fortune on DFX2 ???? |
#15
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I wonder if admin can delete those 2 posts I screwed up ABOVE thank you
here's another conundrum; I once did a map using the BFM mod (Return to Black Mesa) and was able to teleport a SND marker. It was a modded SND marker, however, but the effect was to allow me to run a wave file at the same time as the SND (an alarm). I'm trying to do something similar and the SND markers will not teleport. I tried hidessn and unhide but no luck. What I want to do is begin a noisy rocket kind of sound while simultaneously run an alarm. Any ideas?[/QUOTE] Try the Chair trick I did recently Extract the modded sound file and rename the file to the one in the game you will have to include the file with any uploads failing that Use your audio editor and build the sound to your requirements, we often have to do that in mapping, just keep it mono and about 8bit depending on the sound requirements "M" ps I have used the humvee horn as an alarm before, but only when I'm in a tight spot |
#16
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Ofcourse you will run into trouble with using an event to execute the wac or having a wac script depemdent on an event. they should be kept seperate to do whtever function without bein dependant on the other to fulfill it.
__________________
WTF-Squad Give a man a fish and he will eat for a day. Teach him how to fish, and he will sit in a boat and drink beer all day. -George Carlin |
#17
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See your point. Perhaps that's the problem. Anyway, here is the bloody thing in it's entirety. If anyone can see anything wrong please, I'm all ears ... er, eyes. By the way, it's a BHD mission but, as I said before it's happened on all the games before:
;============================================= ; OPENING DIALOGUE ;============================================= if past(2) and waveready() and never() then wave("10MB400.wav",100)//victor 3 this vic 2 on way to lz grouphp(12,900) endif if chain(9) and never() then wave("10mt516.wav",100)//shooter on hill tops text("Enemy right!") endif if chain(3) and waveready() and never() then wave("dltb417.wav",100)//rpg rpg text("Careful of RPGs!") endif if chain(16) and waveready() and never() then wave("TCnvB003.wav",100)//more hstiles right text("Enemy right!") endif if chain(6) and waveready() and never() then wave("TDltA128.wav",100)//rpg on the right text("RPGs in that ruined building to the right! Bottom floor!") endif if chain(5) and never() then consol("Keep out of the way of your teammates!") endif if chain(2) and never() then consol("Let them get to the bottom floor unhindered!") endif ;============================================= ; first SAS meet ;============================================= if ssndead(1074) and waveready() and never() then ssnwave(291, "TsasA013.wav",100)//glad you blokes could make it endif if chain(1) and waveready() and never() then wave("Tplsg011.wav",100)//tight schedule consol("Get over to the other SAS team and help out!") endif if chain(1) and waveready() and never() then wave("Tplay119.wav",100)//support sas endif if chain(1) and waveready() and never() then wave("dlta031.wav",100)//guns coming here consol("Repel the attack!") endif if chain(1) and waveready() and never() then wave("Play246.wav",100)//hol this position consol("Don't let them overrun your position!") endif if chain(8) and waveready() and never() then wave("Tplsg020.wav",100)//hold it together consol("Don't loose your team When leaving the building.") consol("Make sure they are all with you.") endif ;============================================= ; TANK SHOOTS ;============================================= if area(3) then if random 6 then ammo2tgt(ammo_Mk19NADE,2) ammo2tgt(ammo_LARGELANDMINE,1) endif endif if chain(2) and waveready() and never() then wave("gotatank.wav",100)//got a tank consol("You must get in close to destroy the tank!") endif if chain(2) and never() then consol("Destroy the oil drum on the back to take it out!") endif ;============================================= ; SAS man down ;============================================= if ssndead(289) and waveready() and never() then wave("dltb087a.wav",100)//man down endif if chain(1) and waveready() and never() then wave("dltd027c.wav",100)//man down medivac now consol("Repel any attack while the medivac evacuates the Brit!") endif if chain(2) and waveready() and never() then wave("cmda404.wav",100)//understood medivac on way to get sagent remains endif if chain(29) and never() then consol("Go into the ruined house and meet with the SAS inside!") endif ;============================================= ; second SAS meet ;============================================= if event(15) and waveready() and never() then ssnwave(294, "TsasC003.wav",100)//bloody brilliant endif if chain(1) and waveready() and never() then wave("10mc544.wav",100)//come on coach team should have landed consol("Provide cover while the SAS regroup outside!") endif if chain(4) and waveready() and never() then wave("Tplsg011.wav",100)//move tight schedule consol("The SAS squad will now join you on the mission!") endif if chain(7) and waveready() and never() then wave("airdef.wav",100)//other team cant land take out air defences consol("The other team needs help with anti-air emplacements!") endif ;============================================= ; leader says well done ;============================================= if ssndead(2209) and waveready() and never() then ssnradio(179, "TDltD005.wav")//nice work consol("Mission success!") endif ;============================================= ; counter attack defeated ;============================================= if groupdead(34) and waveready() and never() then wave("cmdd639a.wav",200)//weve taken the base endif if chain(2) and waveready() and never() then wave("Pltb024b.wav",200)//30 seconds endif ;============================================= ; counter attack ;============================================= if ssndead(1400) and waveready() and never() then wave("10mt515.wav",200)//more hostiles incoming endif if chain(2) and waveready() and never() then wave("Tplay319.wav",200)//gonna get ugly endif ;============================================= ; DIALOG FOR hostages coming out ;============================================= if ssndead(2161) and ssnarea(10000,17) and waveready() and never() then wave("Tplay351.wav",100)//hostages here endif if chain(1) and waveready() and never() then wave("Tplay352.wav",200)//do you speaka de inglish consol("They are free!") endif if chain(1) and waveready() and never() then wave("TiowA002.wav",200)//yes Ispeaka de inglish consol("Proceed upstairs!") endif ;============================================= ; more text for air defence ;============================================= if event(49) and never() then consol("2 down 2 to go!") endif ;============================================= ; text for air defence ;============================================= if event(48) and never() then consol("1 down 3 to go!") endif ;============================================= ; up on the roof boys stay put ;============================================= if ssnarea(10000,20) and waveready() and never() then wave("Tplay362.wav",200)//i find way go to roof consol("Get up there and sort out the tripple a!") endif ;============================================= ; explosion in tunnel in embassy ;============================================= if event(42) and never() then ss2ssn(ss_explo_artillery,10000) quake(30) endif if chain(1) and groupdead(26) and waveready() and never() then wave("TDltC118.wav",200)//grenades consol("They boobytrapped the tunnel!") endif if chain(1) and waveready() and never() then wave("Play527.wav",200)//command do you know where the tunnel ends endif if chain(1) and waveready() and never() then wave("TCmdD219.wav",200)//are you OK endif if chain(1) and waveready() and never() then wave("TDltB126.wav",200)//cant see anything with the smoke endif ;============================================= ; freed the hostage in embassy ;============================================= if ssnarea(10000,14) and groupdead(26) and waveready() and never() then wave("Tplay355.wav",200)//follow me out of here endif if chain(1) and waveready() and never() then wave("dlta096b.wav",200)//hostages ar secure consol("Get him to the exit!") endif if chain(1) and waveready() and never() then wave("cmda036.wav",200)//copy victor three consol("When you get to the ladder get out of his way!") endif ;============================================= ; found the pow ;============================================= if groupdead(24) and waveready() and never() then wave("TDltD001.wav",100)// don't shoot endif if chain() and waveready() and never() then SSNradio(10000, "Tplay383.wav") endif if chain() and waveready() and never() then wave("TDltD002.wav", 100) endif if chain() and waveready() and never() then SSNradio(10000, "Tplay384.wav") endif if chain() and waveready() and never() then SSNradio(10000, "TCmdD227.wav") endif if chain() and waveready() and never() then SSNradio(10000, "Tplay385.wav") consol("Find the other pilot and then destroy the anti-air emplacements!") endif ;============================================= ; let them lead in the tunnel ;============================================= if event(37) and waveready() and never() then wave("Play447.wav",200)//doorway clear consol("Let them lead and don't get in their way!") endif ;============================================= ; door problem ;============================================= if area(11) and waveready() and never() then wave("dlta566.wav",200)//how we gonna get throught the door consol("We need to blow that door to get inside.") endif if chain(2) and waveready() and never() then wave("fuse.wav",200)//copy command consol("Shoot the end of the fuse and stand back, Numbnuts!") endif ;============================================= ; resistance chit chat ;============================================= if ssndead(1808) and waveready() and never() then ssnwave(1183,"res1.wav",200)//boy in basement consol("Take a team into the basement and get the airman out!") endif if chain(1) and waveready() and never() then wave("dltc601b.wav",200)//going in endif if chain(1) and waveready() and never() then wave("Info519.wav",200)//down ladder in basement endif ;============================================= ; attract resistance attention text ;============================================= if ssnarea(10000,8) and never() then wave("dlta531.wav",200)//over here lets go consol("Meet resistance leader!") endif ;============================================= ; take cover ;============================================= if event(33) and waveready() and never() then wave("dlta038.wav",200)//tsake cover endif ;============================================= ; arial bombardment ;============================================= if ssndead(1452) and never then ammoarea(ammo_AI_mortar, 13) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 13) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 13) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 13) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 13) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 10) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 10) endif if chain(3) and never() then ammoarea(ammo_AI_mortar, 10) endif ;============================================= ; enemy convoy is dead new orders ;============================================= if groupdead(16) and waveready() and never() then wave("10MB502.wav",100)//woo thats an explosion endif if chain(6) and waveready() and never() then wave("gotores.wav",100)//link up with local resistance consol("Meet up with local resistance at next WP!") endif if chain(1) and waveready() and never() then wave("10mt023a.wav",200)//copy command consol("Watch your back on the way there!") endif if chain(9) and waveready() and never() then wave("bomber.wav",200)//copy command consol("Bombing raid on the way! Get into cover ASAP!") endif ;============================================= ; littlebird blows stuff up ;============================================= if eq(v1,1) and never() then endif if chain(1) then ammo2tgt(ammo_LARGELANDMINE,14) endif if chain(2) then ammo2tgt(ammo_LARGELANDMINE,15) endif if chain(2) then ammo2tgt(ammo_LARGELANDMINE,16) endif if chain(2) then ammo2tgt(ammo_LARGELANDMINE,17) endif ;============================================= ; here comes the enemy convoy ;============================================= if event(27) and waveready() and never() then wave("Plta501.wav",200)//incoming vehicles to your position endif if chain(2) and waveready() and never() then wave("Rnga512.wav",200)//convoy in sight consol("Get to cover. There's too many!") endif if chain(2) and waveready() and never() then wave("cmdd052.wav",200)//stop and hold your position endif if chain(1) and waveready() and never() then wave("Tplay135.wav",200)//air support endif if chain(1) and waveready() and never() then wave("TCmdD205.wav",200)//help on way endif if chain(9) and waveready() and never() then wave("Pltb550.wav",200)//starting a strafing run consol("Stay under cover while the littlebird takes them out!") endif ;============================================= ; vbl dead new orders ;============================================= if ssndead(1098) and waveready() and never() then wave("10mt505d.wav",100)//boom baby endif if chain(1) and waveready() and never() then wave("cmda007.wav",100)//vic 3 what's your status endif if chain(1) and waveready() and never() then wave("TDltB114.wav",100)//all clear area secure endif if chain(1) and waveready() and never() then wave("Pltb062b.wav",100)//proceed on mission we pick up wounded endif if chain(1) and waveready() and never() then wave("Tplay301.wav",100)//copy that team stay sharp consol("Make your way to the crossroads and assess the situation!") endif if chain(9) and waveready() and never() then wave("cmda006.wav",100)//lost contact launching seesaw consol("The other team are in trouble and can't land!") endif ;============================================= ; VBL comes out ;============================================= if event(18) and waveready() and never() then wave("TDltA133.wav",200)//incoming vbls endif if chain(1) and waveready() and never() then wave("10MC540b.wav",200)//take cover consol("Take out the VBL from cover!") endif ;============================================= ; TANK ****ED UP ;============================================= if ssndead(488) and waveready() and never() then wave("tankdestroyed.wav",100)//tank ****ed endif |
#18
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Quote:
__________________
* altnews sources [getmo & others news] not found main FNN: realrawnews.com *Discord: Unknown77#7121 Playing now days: EA Games> swtor [star wars old republic] |
#19
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para, 'Found the pow' has no time delay set, although you use (1) on audio files me thinks it's too short even though you are correct with waveready for BHD
Those 2? events to wac cmmds, try using the full trigger in the wac, located at 'more text for air defence' I be back later "M" |
#20
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Quote:
ok if a WAC script works at the top and not the bottom then for sure it's an error in one of the scripts. I don't see any errors just by giving it a quick look over. but I do see lots of No no's with your comments. remove all of the below from your WAC. ;============================================= ; first SAS meet ;============================================= and all of these........... //weve taken the base and I'll be it will work........ keep in mind, when using "//weve taken the base", always make sure that it is spaced once between the ("Wave.wav",0) and the "//". and ALWAYS make sure that the comments end in a period or exclamation point or something. believe me, I've had the same probs you're having and I just spaced them and ended them with periods and it worked. I don't know, why but it worked. lol but just as an experiment. save a backup of the WAC and remove all of the comments and all unneeded junk. |
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