PoiDiscovered function

Discussion in 'Scenarios' started by xcom_kill, Jul 16, 2018.

  1. xcom_kill

    xcom_kill Lieutenant

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    Explain how to use the function PoiDiscovered to fixed objects installed. In function PoiDiscovered used the name of the group respawn. And for a fixed setting of the object group is not used - it uses the name of blueprint. Will it be corrected ?
     
    #1
  2. xcom_kill

    xcom_kill Lieutenant

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    Some clarification is needed.
    The structure is set on the playfield as fixed by coordinates.

    - ActionTitle: test
    Description: test
    Check: PoiDiscovered
    Names: [ testgroupname, testprefname ]

    The same structure was used:
    testgroupname - her group name blueprint
    testprefname - file name preflab

    Will this function work in fixed structures? Not working ?
     
    #2
  3. piddlefoot

    piddlefoot Rear Admiral

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    Are you talking about the distance a POI is discovered and how to do that ?

    POIDistance: 1000

    Is the important line, should work on fixed and random POIs.



    - GroupName: starter1
    CountMinMax: [ 1, 1 ]
    DroneProb: 0.3
    DronesMinMax: [ 0, 1 ]
    ReserveCount: 1
    TroopTransport: False
    POIDistance: 1000
    Properties:
    - Key: Music
    Value: DarkSoundscape3
     
    #3
  4. xcom_kill

    xcom_kill Lieutenant

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    I use a structure like this:

    POIs:
    Fixed:
    - Type: BA_Alien
    Prefab: testprefname
    Mode: Survival
    Name: Test structure
    Pos: [ 0,0, 0 ]
    Rot: [ 0, 0, 0 ]
    InitPower: True
    Properties:
    - Key: Music
    Value: SunnySkies
    - Key: RegenAfter
    Value: 360
    - Key: MapDistance
    Value: 1500

    When adding POIDistance: 500 get:

    POIs:
    Fixed:
    - Type: BA_Alien
    Prefab: testprefname
    Mode: Survival
    Name: Test structure
    Pos: [ 0,0, 0 ]
    Rot: [ 0, 0, 0 ]
    InitPower: True
    POIDistance: 500
    Properties:
    - Key: Music
    Value: SunnySkies
    - Key: RegenAfter
    Value: 360
    - Key: MapDistance
    Value: 1500

    But there is an error:

    18-03:14:02.240 06_14 -EXC- YamlDotNet.Core.YamlException: (Line: 34, Col: 11, Idx: 1126) - (Line: 34, Col: 11, Idx: 1126): Exception during deserialization ---> System.Runtime.Serialization.SerializationException: Property 'POIDistance' not found on type 'Assembly-CSharp.ConnectionAttribute+ImageFactory'.
    at YamlDotNet.Serialization.TypeInspectors.TypeInspectorSkeleton.GetProperty (System.Type type, System.Object container, System.String name, Boolean ignoreUnmatched) [0x00000] in <filename unknown>:0
    at YamlDotNet.Serialization.Deserializer+BackwardsCompatibleConfiguration+TypeDescriptorProxy.GetProperty (System.Type type, System.Object container, System.String name, Boolean ignoreUnmatched) [0x00000] in <filename unknown>:0 .......................................

    Is the POIDistance correctly inserted into my structure ?
     
    #4
  5. ravien_ff

    ravien_ff Rear Admiral

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    I believe you need to use MapDistance for the discovery range, though I never got it to work myself.
     
    #5
  6. xcom_kill

    xcom_kill Lieutenant

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    that is to try

    Description: test
    Check: MapDistance
    Names: [ testgroupname, testprefname ]

    I'll check.
     
    #6
  7. xcom_kill

    xcom_kill Lieutenant

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    I tried- error and crash !
     
    #7
  8. xcom_kill

    xcom_kill Lieutenant

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    This cry of the soul only applies to the dedicated server and multiplayer mode. We can congratulate the developers. ALL script functions check the availability of the object of the interaction on the playing field dynamic loading does NOT work !!! Since the name of the structure when loading the script just does not see the script. Ie, suppose the Check function: simply NearUnit initially disabled. Due to the fact that the object of this function check is simply not loaded (not visible) on the playing field. And so with all the functions of checking objects in dynamic loading. THANK YOU!!!
     
    #8

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