#Get Justin Home!

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lime pendant
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Long awaited sequel to "Break Justin Out!"

You didn't make it that far in the Cobra. Fortunately, you landed near a facility with an airstrip, but things are not all that they seem... and you've still got to find a way to get Justin out!

Choose your route and move with caution - danger is everywhere! There is usually more than one way forward...

πŸ“ Welcome any comments or improvements! Pretty big map...sorry if it chugs along...

marsh moon
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oh my gosh

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@lime pendant did you use pawnInvestigate triggers

lime pendant
marsh moon
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one or two and , one wrong move and the game is over and you must wait 10 seconds to restart

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lol

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@lime pendant this is impossible

lime pendant
marsh moon
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wait so you just have to kill the guard at the cliff and then walk through the gap right?

swift swallow
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I’ll be sure to use in my new book! πŸ˜‰

marsh moon
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rating: 3.5 stars

triggers and map are cool, if not making it a bit laggy
storyline is pretty linear, nice
plane animations and stuff are cool
Unfortunately, the mission is just not doable for an uncoordinated team. A small, disciplined squad would do better, in my opinion it needs to be rebalanced for an unrestrained army. We've spent 2 hours trying to do it and haven't succeeded once, either because of lag, bad luck, ai ambushes or sheer incompetence.

swift swallow
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3.7

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Fast paced, needs rebalancing

lime pendant
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specifically, if you can tell me sections/events that are particularly problematic

marsh moon
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I think the biggest problem owes to the fact that justin npc dies very easily in direct combat (especially against large amounts of enemies)

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have a triggerArea around him that makes him follow anyone who enters

oblique wigeon
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@lime pendant the scenario looks good but…

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I have 2 questions

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  1. Why Justin is shirtless?
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  1. Why is he bald?
marsh moon
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@lime pendant your game broke

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the "teleport forward" triggerArea isn't working

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and we're at the extraction point and nothing is happening

lime pendant
lime pendant
marsh moon
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too late

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we did everything, extracted justin, defeated colonel kickass, and sped to the exfil point

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and then your game broke

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two massive progress losses in one day (second is the atomgrad raid mw2)

lime pendant
marsh moon
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no

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we were at the extraction point and nothing happened
(this was 7 hours ago by the way)

lime pendant
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πŸ‘ nicely done

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but your character was removed from the map? Or you all were still there

marsh moon
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all still there

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the bigger and awesomer a map is, the more likely things are to break/go wrong

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ESPECIALLY without checkpoints

swift swallow
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Lol

lime pendant
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ahhh, i think i know what happened

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i think its someting as stupid as trigger area was not placed properly

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sorry to have deprived you the victory! but thanks for letting me know

marsh moon
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wonder if I can play it next time and have something not break

lime pendant
marsh moon
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someday

marsh moon
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Also, suggest to make it so that it's possible to solo?
maybe reduce bot difficulties and give player dmg resist in non-mp

native fox
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it's probably possible

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it will certainly be hard at the end with the helis and stuff

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but with the thumper/rpg all combat after that can be cheesed

lime pendant
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great to watch people play to tweak triggers. finally got rid of the instant defeat base alerts, but instead replaced with something more...interesting...

balmy scroll
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Teleport works only once inside closed zones after lockout (e.g. airfield after Justin took off).
After that - there's no way in anymore (although I've managed to use /kill next to obstructed door and another player revived me luckily spawning right behind it).

Also - you can't respawn once compound exit with turrets and tanks (endless vs zombies vs dinos) is triggered.

balmy scroll
balmy scroll
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It looks like radio cutscene at airfield makes you dead by zombies while animation is in progress (although I've noticed there's some health boost at the same time)
but there were too many things happening, so I could have mixed something up.

marsh moon
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also, you know, that's a really smart way to get views

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make an almost-impossible atomgrad-style 2-hour-long mission, and then people will drive themselves into the ground tryna beat it lol

balmy scroll
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yeah, just went into scenario editor and used /god mode

marsh moon
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......

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that's hacks

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impossible without

balmy scroll
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purely for exploration purposes

marsh moon
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lobby invite

lime pendant
balmy scroll
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we can do it now

lime pendant
balmy scroll
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what server?

marsh moon
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I dont like the zombies swarming you during cinematic

balmy scroll
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US

marsh moon
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the moment you exit god mode after the cinematic, you're dead

balmy scroll
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just run then

marsh moon
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I'll host

lime pendant
marsh moon
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HARD MODE

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IF THAT WAS NORMAL

balmy scroll
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lmao

marsh moon
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I'D HATE TO SEE "HARD MODE"

marsh moon
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Get Justin Home victory count: 0
Get Justin Home victory count + local play GOD MODE: 0

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Get Justin Home failure count: 812

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this is great

lime pendant
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!!!! It can be done!!!!! @balmy scroll @patent blaze @Player532

marsh moon
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..................

marsh moon
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UPDATE
Get Justin Home victory count: 1
Get Justin Home victory count + local play GOD MODE: 1
Get Justin Home failure count: 993

marsh moon
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@lime pendant

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what did you do to the scenario

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it was better before

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now you can't move an inch without setting off amber alarm and calling the terminator hit squad

daring stag
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At least it's not an immediate fail like before

lime pendant
marsh moon
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we know the way

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but you've cut the already-low chance of anyone beating it in half

lime pendant
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in any case, there is full extra section for those that can work through the hit squad. It's the scenario's "hard mode"

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not to say about the secret hidden in the level!

marsh moon
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oh?

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what type of secret

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a secret weapon?

balmy scroll
balmy scroll
# marsh moon hax

nope, all clean, even waited for nodes to load fully before moving

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but two days wasted

marsh moon
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hax

lime pendant
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either way you deserve a medal

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!

balmy scroll
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No, just featured games section with 1 in 3 selection

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the problem is - at some milestone points you don't have to be present there, but can hide somewhere away from fight (like on Justin take-off enemies won't attack chopper, so you can just wait in a shed where bomb was set, same with blowing the wall near cate entry)

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another problem is of course noobs constantly joining and sabotaging something

candid trout
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let's try again this map

balmy scroll
candid trout
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@balmy scroll join us

balmy scroll
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Featured is on

balmy scroll
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I've noticed that god mode was off after radio transmission, got instantly killed by zombies after the send-radio cutscene (but US server was laggy, probably it has caused invulnerability protection delay to expire by the end of cutscene)

Another issue - after Justin take-off (we took chopper route with someone activating caves but not killing dinos) - T-rex has emerged in caves (it took a while to clear there with Colonel on cave exit active)

Third thing, after killing colonel and blowing hole in a wall near caves entry (bomb-plant near containers, aka "weak spot") - the cave-room (part of caves) was unexpectedly filled with soldiers (we've killed zombies there previously on a way out) - the same ones we would normally see populated after killing T-rex on cave scenario branch (this event has unexpectedly killed {by emerged soldiers} several lost/wandering players.there).

lime pendant
# balmy scroll I've noticed that god mode was off after radio transmission, got instantly kille...

thanks sam. first point, not sure, i've extended the amount of time in God mode to compensate but hopefully its not consistently a problem)

second point, also interesting as the trigger should have been deleted when activating the escape through the lab section. I've put it in earlier to delete that trigger, hopefully it wont happen again

Third point is confusing. The only explanation is that someone set off a still-active front alarm causing augmented base defenses to suddenly appear; including basement! I've made sure all alarms are disabled at a certain point before the take-off sequence so that the action isnt interrupted again

balmy scroll
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I've requested everyone to not move for a minute while nodes there generating and then +30 seconds personally disabling all 4 generators (otherwise noobs constantly keep setting those off).
Therefore this event wasn't caused by alarm (at least first 4 buttons).

lime pendant
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so strange. the only action that should trigger the appearence of normal enemeis in the lab basement is the death of the trex

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hopefully it doesnt happen again, but may have to look closely if it keeps happening

balmy scroll
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yes, we killed t-rex (after Justin take-off event) - because it is the only exit route (via caves to colonel event)..
So someone has triggered caves+Trex despite Justin taking Heli way (avoiding sams)

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anyways, it's not a big problem, just FYI.

balmy scroll
# lime pendant either way you deserve a medal

Medal rather deserve developer for creating something so artistic, sophisticated with multiple dependencies and conceptually complete if compared to majority of other uploaded content there, it's a whole new game.

btw - was tracing json for coordinates and was about to give up on one of hoops after reading "Persistent, aren't we?" but managed to end up with God T-rex afterall.
Probably need assemble a better team to have this surprise party πŸ™‚

balmy scroll
balmy scroll
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by the way, EU(DE) server - Featured game (with 3 T-rexes) stuck on airfield, wouldn't take off.

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also zombies have stopped generating

balmy scroll
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Another try, same result, two t-rexes and Justin won't take off.

marsh moon
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where are these t-rexes coming from

marsh moon
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@lime pendant Your game broke. Again.

balmy scroll
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and this time without t-rexes or s-buttons

lime pendant
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πŸ† πŸ†

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πŸ˜† i'll check it out

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you found my triggers hidden away...!

balmy scroll
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maybe enable debug for now? aka pre-release testing

lime pendant
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but should be fixed now

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had to do with the Evac's mass, which never used to be a problem

lime pendant
marsh moon
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natediggy

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your. game. is. broke.

balmy scroll
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Chopper was hijacked:

balmy scroll
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but on a second run - the rest was fine, only single dino now (so it ended locked in a different room since we activated it well before colonel scene),
got strange ending with I think all players extracted but leading to "Defeat" for some weird reason.

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(I hope Dino doesn't count as player)

marsh moon
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numPlayersAlive

lime pendant
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thanks for letting me know. it shouldn't, or else the friendly bots at the end would have been preventing a Victory all along.

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i just had a look, i think the final trigger for completing Objective 1 of the 2nd quest ("Get to the extraction point") must not have been triggered as a Victory is dependent on this being completed. My guess is, with your secret assistance you might have shortcutted your way via the exploding wall going into the first outpost?

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Anyway, i've added a few more trigger points!

balmy scroll
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well, it works with T-rex, 3 players
so not sure what caused scenario to fail last time, could be some player stuck in a lag or joining in a middle of last one extraction, hard to tell

lime pendant
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yeah, you could be right

lime pendant
balmy scroll
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git? json merges don't work very well.

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especially with all those dependencies

lime pendant
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yeah...ill just have to manually redo them later this week. which is fine because it'll time very well with a new map feature I'm planning!

lime pendant
swift swallow
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Nice!!!!!

marsh moon
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Ok

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How long will it be until something else breaks

balmy scroll
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backengine keep changing (physics, reactions), some scenarios reliant on previous functionality inevitably breaks or creates bugs

lime pendant
# marsh moon How long will it be until something else breaks

it doesn't matter to me. if people are playing it and breaking it, then they are doing exactly what I hope they would do which is being creative and trying to find different strategies or routes. some times the fix expands the features of the scenario as well, like hard mode

balmy scroll
marsh moon
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I'm talking about the kind of breakage that prevents any further progression

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like the time the osprey wouldn't take off

swift swallow
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Lolololl

balmy scroll
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After Justin taking-off and before radio event (first zombies) - there's no way into the compound (e.g. teleport forward) for newly joined players without help from someone inside (e.g. if insiders are dead) if chopper route was taken (with no front-gate switch activation) and without previously clearing caves (Alpha dino) where the second gates are.
Front gates are locked (from inside), no chopper to cross into compound, caves are locked and dino won't appear there.
It is kind of fair tbh since rejoining and revival attempts would be kind of a cheating - but there's probably no triggers to distinguish between internal team (dead) and external one (alive) for initiating "Defeat" event, therefore it's lockout without any chance of further progression.

marsh moon
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See

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Something else broke

balmy scroll
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It's not broke but rather new feature request.

lime pendant
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got it, thats an easy one

lime pendant
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fixing it actually reminded me of that game where we got stuck in the lab section after jumping out the office window, but someone had activated the boss fight prematurely. so tweaked the teleport a bit

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although to be honest, we were saved by the exploding wall πŸ’£ which i loved how Justin reacted to seeing

balmy scroll
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Nothing new, just previous bug reproduced (chopper hijack):

lime pendant
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πŸ€” ill see whati can do to dissuade them

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which enemy bot is getting on the heli usually?

balmy scroll
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I think on both occasions it was Boss (can't remember his name, the one who has a key to progress towards airport)

lime pendant
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alright done, he shouldnt cause a problem again, and i've also disabled interact on a few others

marsh moon
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Yo nate

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wanna play survival with us #1078337243300769924

lime pendant
marsh moon
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we're deploying in 15 mins

lime pendant
daring stag
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Minimap

swift swallow
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Well that’s cool

balmy scroll
# lime pendant And I finally finished the fix for this. Now all Defense scenarios require prote...

Great, I saw damage indicator on Justin' evacuation chopper (airfield) for a very short time, right before it got destroyed by SAM turret on take-off attempt after rolling-out from hangar, one of SAMs is in close proximity to it.
Is it intended behavior with some SAM defense system deactivation switch/generator hidden somewhere (even Javelin hidden in some box would do assuming SAMs are not in GOD mode)?
Or it is something forgotten to address throughout the waves of recent improvements?
Because if it's latter then scenario becomes almost impossible to beat without hacks (unless you have repair crew of 2 people to constantly keep fixing it, 1-2 medics for revivals and at least 3 fighters).

lime pendant
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yeah, unlocking the front door of the courtyard should deactivate them, but simple enough, i'll just assign the trigger to when justin boards evac

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strange, in my test runs the SAMs never targeted the evac, just goes to show what a live playthrough gets youactually, since it was focused testing, i never activated the SAMs i just realized

lime pendant
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I actually thought about what you said, and made deactivating the SAMs a separate task

balmy scroll
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P.S. I've used most recent server-side version updated 2 hrs ago (roughly the same time as your last message above) without any modifications via "Local Play" option.
Extra info/test conditions:

  • Player is in /god mode
  • Alarms initially were activated and then deactivated (button in another room) with all possible generators destroyed.
  • Chopper path was taken, not Caves (but entered caves to pick "Ameli", without killing Alpha T-rex), front gates (from deployment area with bridge) were not opened (button not pressed) / this might be the case as per your note above /
  • No any buttons leading to Secret T-rex were pressed (although it's irrelevant anyways since these are different independent triggers).
lime pendant
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hmm

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the photo is helpful

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i'll check it out

balmy scroll
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I could possibly keep deploying trophies but:

  • it's hard to do this solo under heavy fire from all directions (as it occasionally gets shot even if deployed into "safe" location and it depletes quickly +need to resupply from an ammo box)
  • trophy drop is random and I think only one box can provide it (near lab entry / next to booby-trap box).
lime pendant
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just tested the latest version following your route, seems fine now with no SAMs

balmy scroll
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Yes, I've tried without activating alarms and Alpha, works because SAM is removed if these conditions are met.
But with Alarms + Alpha = SAM present and consequently game over very fast, (despite alarms later deactivated {prior boarding}, SAM defense switch hit, Alpha activated {before taking chopper route} but not killed).
Therefore I guess something overrides normal path scenario.

lime pendant
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interesting

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must be something in the alarms

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ill look there

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so you do activate Alpha + Alarms, and then later try and hit the deactivate SAM switch but doesnt work?

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i think something, somewhere, is causing the place SAM trigger to go off more than once, therefore two (or more) turrets are placed in the same place

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let me try just having the deactivate SAM switch run the remove turret command a few times - that should take care of any replicates

balmy scroll
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I haven't checked right away after hitting SAM switch, first was Alarm deactivate, SAM deactivate, then second floor, then open airfield button, Justin destroys generators, SAM button again (just in case and because it's on the way), then Justin boards (SAM is there) - and gets destroyed.

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ok

lime pendant
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just working on it now, a new version should upload in 2 min or so

balmy scroll
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only letting you know πŸ™‚ , I don't really think anyone can survive going this extreme route (with Alarms on and triggering multiple alternative paths).

lime pendant
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my thoughts exatcly! You're really doing the extreme route, but good to know if something breaks

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although, i tried to bring the difficulty in the Jungle down to encourage people to try the hard difficulty

balmy scroll
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btw - on your "more than once" remark, you can notice there are often double heavy guards deployed on a same spot inside compound if alarm is activated (I've pressed all 4 buttons just in case if security didn't do their job right).

lime pendant
balmy scroll
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5 mins, I'll bring a screenshot..

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you can see on some spots two guns pointing in different directions
(and you can't land in designated spot because they kill chopper on a first place, thankfully these gates can be shot through).

lime pendant
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hmmm, interseting, and are you pressing alarm button once, or multiple alarms once?

balmy scroll
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the first guy looks like keep pressing button all the time, I've pressed just once I think, but definitely some buttons were pressed more than once (me + security)

lime pendant
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nice, ok, so should be that once any alarm is pressed once, that alarm button as well as all the others become disabled (and get replaced with alarm buttons that don't have the label on it to further discourage pressing)

balmy scroll
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anyway, doesn't need to be fixed, anomaly nobody will really go though in right mind.

lime pendant
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fixed though!

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thanks, as all always, for finding

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I now have to figure out some kind of countdown system to give people 2-3 seconds when entering wrong areas with jungle chopper to leave

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i also have grand plans for one more route, but my 150+ triggers seem to be causing my trigger menu to slow down dramatically

balmy scroll
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Justin already was complaining on issue with "too many objects" in some scenarios as a major performance hit.
perhaps back-engine wasn't designed to deal with it on a first place.

lime pendant
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maybe best to leave as is then!

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although that's one of the reasons I use triggers to generate enemies, it keeps the total enemy counts low. don't know if makes any difference

balmy scroll
# lime pendant although that's one of the reasons I use triggers to generate enemies, it keeps ...

most likely it does, in survival scenarios even each wave is broken down into sub-waves (next enemy is spawn only after killing certain amount of previous ones),
then I saw some custom community scenarios (e.g. Battle for Dinogen City, with horde of zombies), each time someone plays it - all other games go extremely laggy.
static objects probably don't need much of compute but hundreds of dynamic ones (each bot with their immediate response logic) might put material stress on server-side processing power.

lime pendant
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yeah, i find that the feeling of getting swarmed can be achieved by having enemies come from different directions - can just be one instead of several

balmy scroll
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Just were playing scenario with @daring stag (Dev/xWilkinx), escorted NPC to Osprey, it was heading to take-off path out of the hangar - but there was NPC Justin standing inside the hangar, therefore Osprey was taking-off without him.
(forgot to take screenshot)

P.S. I 've actually called two NPC Justins: (A) the one triggered by touching Seaknight - but never boarded him there as Cave route was taken and (B) the one called by sequence on approaching airfield shed with generators (that's when first has disappeared).
Therefore not entirely sure if this has anything to do with this clone-Justin standing at hangar on Osprey take-off.

Hangar NPC Justin was quickly killed by enemy' Cobra... (that's the moment scenario has ended).
Also it looked like x 3 sculls briefly appeared at Osprey's location at the same moment (Pilot, NPC Justin, who's third?)

lime pendant
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haha, yeah, its my complex workaround to get enemies to fire on the osprey

balmy scroll
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lol, extra passenger for attack

lime pendant
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it doesn't matter about Jungle Justin (you triggered by touching seaknight) because he will disappear if you activate the airfield generator quest Justin

balmy scroll
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so, we still have this mysterious clone then

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or he's not boarded correctly

lime pendant
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so when NPC Justin approaches osprey, he will trigger event where his position changes to exactly on the seaknight and his AI is changed to interact with the osprey

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and 3 extra characters spawn and board osprey

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so the osprey is blocked from being used

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(hence the "only room for Justin"...)

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Has this happened before while you were playing?

balmy scroll
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The situation is - Osprey was driving to taking off position, NPC Justin standing in hangar, watching this thing and thinking "aren't you supposed to evacuate me? or plan was to leave me behind"

lime pendant
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πŸ˜†

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i'm hoping its just a glitch

balmy scroll
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let's hope someone will reproduce it..

lime pendant
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the whole mechanic relies on SetAI commanding Justin to interact with the osprey

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what i can do is maybe give the osprey a little bit more time in the garage (currently Delay is set to 5 seconds) so that hopefully gives AI enough time to fix itself and board Justin if its glitched out

balmy scroll
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anyway, we had admin in a game, thus hard to call this controlled experiment since I wasn't watching chat window for some higher-level commands, even simple /r can cause strange behavior.

daring stag
lime pendant
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just havent had time to look at it

daring stag
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Btw, if you find yourself having to do weird workarounds for bot behavior, mention it to me and I can recommend the best way to do things, or add new functionality

earnest stag
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justin will stay in osprey and no other people or npcs can board it

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or use automated

lime pendant
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yeah, its used to be something like that, except problem is enemies won't target the osprey if its set to disabled, which then leads to the problem of players neglecting the whole defend objective

balmy scroll
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there's dead-end path,
I've called one by touching Seaknight but took him through the gates (after going through caves, aka kill Alpha T-rex path) - then he has disappeared at one point (on his way to generator but before generator was triggered)

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Next - we took path to generator (without first Justin) and triggered another Justin at gates (touched airfield generators area).
but took that Justin (version 2) to a Seaknight, then drove it over the walls to standard drop-off location.

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The problem now - we are out of spare Justins (to sabotage generators and then board Osprey for evac).
clone one has disappeared,
clone two sits in Seaknight landed inside the base
generator already triggered and wouldn't spawn any new clones.
Therefore scenario can not progress any further = DeadEnd.

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Potential fix - to disable Seaknight boarding (at initial location) by Justin if generator is triggered
(which spawns "gates Justin" or offloads "Seaknight Justin" - but latter doesn't happen if Seaknight is not there yet).
And clear task-list (on the top) from obsolete lines.

balmy scroll
lime pendant
lime pendant
balmy scroll
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it's just for FYI, probably no need to actually spending time for a fix

lime pendant
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the underlying question is - how long should Gate Justin be allowed to stay active?

lucid shadow
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your scenario has lots of views

lime pendant
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i think the fail-safe that exists now (which is at the top of the airstrip where you saw him disappear) is probably the longest you can keep him alive before running into issues of two Justins existing

lucid shadow
balmy scroll
lucid shadow
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that's why it's rare

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i got elite mapper because of my mapmaking skill more than anything else

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though i am getting better with triggers recently

lucid shadow
lime pendant
lucid shadow
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which never happened

lucid shadow
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btw i never understood how you guys managed to do that black part of the map

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it looks so natural

lime pendant
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you mean the boundary areas?

lucid shadow
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yeah idk how you guys call it

lime pendant
lucid shadow
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hm

lime pendant
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just came from envisioning how i though players might progress through the map

lucid shadow
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oh i meant how it's done

lime pendant
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the fact that the cave is "below" the main map was coincidence, but I was quite pleased it happened that way. Maybe gives eagle-eyed players like Sam a feeling of actually going underground

lucid shadow
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i'm not good with the boundary areas so i just make a map

lime pendant
lucid shadow
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i tried something like this on my zombie map to fill in some holes

lime pendant
lime pendant
lucid shadow
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for the not many maps i made where it's a mission, it's usually progress through the map until the end of the map

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there's not particular mission

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just go and kill

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because i'm really bad with that stuff

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when i started messing around in the editor, unlike everyone else, i only stayed with the mapmaking part of it

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i didn't try to learn triggers

lucid shadow
lime pendant
lime pendant
lucid shadow
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i'm very bad at codes and stuff like that

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very complicated for me

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especially at the time i tried to start being a map maker

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i must say dinogen city is the map where i have put the most amount of effort in term of triggers etc

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along with "battlefield map i guess the better version" (with the artillery canon)

lime pendant
lucid shadow
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any feedback is appreciated πŸ‘