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Known issues v.2 (Games : Vector Thrust : Forum : Bug Report (Game Editor only) : Known issues v.2) Locked
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Wheaton_Adams
Wheaton_Adams Busy rebuilding Farbanti
Mar 11 2015 Anchor

This is a list of issues I will try to keep track of and update accordingly.

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General issues:
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Existing:

INPUT: I use a French keyboard. As a result, the M key ( on AZERTY ) keyboards shares the same position with the ';' on QWERTY keyboards, preventing me from using the M key during text input in an FR layout. I must perform Shift + ALT to switch into QWERTY Keyboard to use M, then back again for the rest. I can write in QWERTY just fine, but it's still an issue.

Fixed:

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Map Editor
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Existing:

Fixed:

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Mission Editor
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Existing:

ACTION: Type15 "Spawn doppelganger unit": Saving causes the field values for "Spawn box position" to be compiled BOTH as Spawn Box Position, AND Spawn Box size.

ACTION: Type13 "Spawn unit in random pos": Leaving this window/going to another action/tab causes the entered field values to be SWAPPED, between Spawn Box Size and Spawn Box Pos. Loading up this action displays the values just fine, however. But in the .msn file, XYZ values of both fields are swapped during compilation. It requires writing the spawn size and spawn position as swapped to begin with, only the first time.

LOAD/SAVE: In the list of missions to choose from, clicking on the empty part sets the filepath of the "selected" mission to a null value of "Battlescene/.msn". Attempting to click "Load" afterwards causes a crash seconds later. Only way to avoid it is to avoid mis-clicking on the list before clicking Load.

ACTORS: ( Reported by Boogie_Van, Spootknight and Nergal01 ) Closing the object editor while having an object ready to be spawned under the mouse will create that object far below the map. Attempting to delete it will set the .exe to crash if the user exits the editor or attemepts to place another object afterwards.

Fixed:

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Campaign Editor
==========

Existing:

UNLOCKABLES: No matter what values or parameters are set for an unlockable, the targetted unit becomes impossible to select, buy or anything after it has been affected.

Fixed:

Edited by: Wheaton_Adams

Mar 16 2015 Anchor

Closing out of the object editor with an object ready to be created will spawn that object down below the map. If you delete that object and attempt to create another, the game will CTD, if you delete that object and try to close the editor, the game will CTD.

Offtopic, but is there any way to deselect the current object from object creation other than closing the object dialogue box? Would solve my issue even if it's still present.

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Swing-Wing Crazy

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 16 2015 Anchor

Boogie_Van wrote: Closing out of the object editor with an object ready to be created will spawn that object down below the map. If you delete that object and attempt to create another, the game will CTD, if you delete that object and try to close the editor, the game will CTD.

Offtopic, but is there any way to deselect the current object from object creation other than closing the object dialogue box? Would solve my issue even if it's still present.


If you try to hit the test mode button while still having an object ready to be placed on your cursor, it may be accidentally placed on the map too.

Edited by: Nergal01

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Mar 16 2015 Anchor

Boogie_Van wrote: Closing out of the object editor with an object ready to be created will spawn that object down below the map. If you delete that object and attempt to create another, the game will CTD, if you delete that object and try to close the editor, the game will CTD.

Offtopic, but is there any way to deselect the current object from object creation other than closing the object dialogue box? Would solve my issue even if it's still present.

I was thinking changing to the pan or rotate tools would do something, but that also leads to the bug being triggered.

This is on the Mission Editor when you crash too, yeah? Object goes to the boundary floor when it's placed?

I just noticed when the mouse goes to any editing windows, you can see the object being moved to that spot; explains why this is happening. And here's a workaround I found: go to Water Vehicles on the object creation window. There's no models there so there's nothing to place.

Edited by: SpootKnight

Mar 16 2015 Anchor

Thanks for that workaround.

Err, okay, it sort of helps, but the game still wants to immediately have a unit selected if moving over to any other tab, and it will prevent you from selecting anything to edit.

Edited by: Boogie_Van

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Swing-Wing Crazy

Mar 16 2015 Anchor

I'm not sure I follow, but you can edit objects if you select the Move or Rotate tool, then clicking on the object, after going to Water Vehicles.

Mar 16 2015 Anchor

Ah, okay. If you skip grabbing either of the tools, you'll basically still have something selected though you have nothing, I guess.

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Swing-Wing Crazy

Mar 16 2015 Anchor

@Boogie_Van, but that needs to be made easier, probably a quick right click to deselect the unit?

Wheaton_Adams wrote: UNLOCKABLES: No matter what values or parameters are set for an unlockable, the targetted unit becomes impossible to select, buy or anything after it has been affected.


Check if everything has been setup properly, the campaign I’m currently working there is a overly complex web of unlockables (around 100) and everything is working properly

Mar 16 2015 Anchor

That would be a great way to avoid the issue. @TimeS

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Swing-Wing Crazy

IbizenThoth
IbizenThoth Gun-crazy
Mar 16 2015 Anchor

Not sure if it's an issue with the way I set up triggers that's causing this, but I've been trying to make a wave respawn system with a time trigger that spawns in enemies at a regular rate, a unit count trigger to detect when there are enough units (value >= or = to disable the time trigger for spawning) and a trigger to detect when the target units hit 0 (enables the time based spawn trigger).

It'll work properly the first two times (I'm destroying these units) but the third time around the activate-spawn unit detection trigger activates but the trigger to stop spawning never seems to. This results in runaway unit spawning on the third wave. All the triggers are set at a 100 use limit.

Granted, I don't think I'd have this issue if I just set up separate spawn actions to spawn all the units and have them activate once each instead of tying it to a timer spawn action, but I would really like to be able to use the multiple triggers instead of making more spawn actions, as it scales much more easily.
____

Could we also get a team number (say 0) that defaults as neutral? It would be pretty useful for general observation.

Edited by: IbizenThoth

Mar 16 2015 Anchor

It may be unnecessary, but perhaps we could do with an editor section of the forums. I have a number of questions to ask as well as some things on a wishlist.

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Swing-Wing Crazy

Wheaton_Adams
Wheaton_Adams Busy rebuilding Farbanti
Mar 18 2015 Anchor

IbizenThoth wrote: Not sure if it's an issue with the way I set up triggers that's causing this, but I've been trying to make a wave respawn system with a time trigger that spawns in enemies at a regular rate, a unit count trigger to detect when there are enough units (value >= or = to disable the time trigger for spawning) and a trigger to detect when the target units hit 0 (enables the time based spawn trigger).

It'll work properly the first two times (I'm destroying these units) but the third time around the activate-spawn unit detection trigger activates but the trigger to stop spawning never seems to. This results in runaway unit spawning on the third wave. All the triggers are set at a 100 use limit.

Granted, I don't think I'd have this issue if I just set up separate spawn actions to spawn all the units and have them activate once each instead of tying it to a timer spawn action, but I would really like to be able to use the multiple triggers instead of making more spawn actions, as it scales much more easily.
____

Could we also get a team number (say 0) that defaults as neutral? It would be pretty useful for general observation.


There's already a team 0 that behaves as neutral, I believe, it's yellow colored.

For your issue with triggers, did you try using a condition? Make it so your action to spawn the units spawns them with a precise group ID ( for example, 2, whtever it is, it's a number you refer them to as ); then make two triggers ( if there are less than 3 units with a certain GroupID, in that case, 2, and another one for a timer for the delay), set them both as "for conditions only"; then, create a condition, put those two triggers in it, and tie the action to spawn on them.
That way, whenever there are zero units with GroupID 2 in the map, and the timer reached zero, then both conditions are met to fire the action to spawn them.

You can put the spawn action multiple times in one same execution list, if you need to. Does that help? :D

EDIT: You can even create a variable, call it "units spawned" and make an action that increments it by 1, and put it in the same execution list as the condition's, where the unit is spawned. That way, you can add a third "for condition only" trigger that says "only if the variable is less than 25".

That way, your airbase ( if I guessed that right ) will spawn up to a max of 25 units, with only 3 present in the map at once; any time there's less than 3 and that the number of planes that took of ( the variable ) is less than 25, then another one will spawn, regulated with the time trigger as a delay. Helps? o.o

Edited by: Wheaton_Adams

IbizenThoth
IbizenThoth Gun-crazy
Mar 18 2015 Anchor

I think it might do the trick for me. I am actually away from my main computer right now, so I can't check right this moment, but it clearly means I need to better understand how various parts of the editor work.

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Mar 19 2015 Anchor

Found another bug, hardpoint color doesn't update when placed aircraft's skin is changed. Only SP weapon skin will update when you choose different SP weapon from the list after changing the skin.

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

szboudreau01
szboudreau01 Leader of the Belkan Air Force JG1337
Aug 12 2015 Anchor

And now, when trying to take a screenshot while paused in debug mode (the only real way to make cinematic screenshots), the game crashes.

Reproducing: Take a screenshot (via steam???) while in debug mode. (I tried F12, thats what killed it)

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Battlearmor maniac, S-32 fanboi, Me 262 fangirl.

Aug 13 2015 Anchor

it is possible that the game froze, in debug mode the F12 is a High resolution screenshot and it takes a while to make it

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Aug 13 2015 Anchor

I believe that the last action/trigger/condition in the list becomes OUT OF BOUNDS when you remove something out of the middle of the action/trigger/condition list still hasn't been fixed yet.

Also debug + F12 doesn't crash for me here so it may be a memory issue.

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

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