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    Total World War: December 1941 (BETA) 2.8.0.5

    Scheduled Pinned Locked Moved Maps & Mods
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    • redrumR Offline
      redrum Admin @Hepps
      last edited by

      @hepps What error are you seeing?

      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

      HeppsH 1 Reply Last reply Reply Quote 0
      • General_ZodG Offline
        General_Zod Moderators @Hepps
        last edited by General_Zod

        @hepps Haha, what about the tech model tests? Maybe it can turn into a companion mod for those whos dislike dumb luck deciding the direction of the game. 😉

        At worst you will have proven what model would work for GD before mass production. 🙂

        1 Reply Last reply Reply Quote 0
        • HeppsH Offline
          Hepps Moderators @redrum
          last edited by

          @redrum TripleA engine version 1.9.0.0.8505
          Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip
          Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip, C:\Program Files\TripleA\assets]
          Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip
          Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip, C:\Program Files\TripleA\assets]
          Error: No such Property Field named: m_destroyedWhenCapturedFrom, or: destroyedWhenCapturedFrom, for Subject: UnitAttachment attached to:UnitType{name=germanAirTransport} with name:unitAttachment
          java.lang.IllegalStateException: No such Property Field named: m_destroyedWhenCapturedFrom, or: destroyedWhenCapturedFrom, for Subject: UnitAttachment attached to:UnitType{name=germanAirTransport} with name:unitAttachment
          at games.strategy.util.PropertyUtil.getPropertyFieldObject(PropertyUtil.java:76)
          at games.strategy.engine.data.DefaultAttachment.getRawPropertyString(DefaultAttachment.java:113)
          at games.strategy.triplea.attachments.TriggerAttachment.triggerUnitPropertyChange(TriggerAttachment.java:1932)
          at games.strategy.triplea.attachments.TriggerAttachment.fireTriggers(TriggerAttachment.java:229)
          at games.strategy.triplea.attachments.TriggerAttachment.collectAndFireTriggers(TriggerAttachment.java:168)
          at games.strategy.triplea.delegate.BaseTripleADelegate.triggerWhenTriggerAttachments(BaseTripleADelegate.java:90)
          at games.strategy.triplea.delegate.BaseTripleADelegate.end(BaseTripleADelegate.java:59)
          at games.strategy.triplea.delegate.AbstractMoveDelegate.end(AbstractMoveDelegate.java:50)
          at games.strategy.triplea.delegate.MoveDelegate.end(MoveDelegate.java:188)
          at games.strategy.engine.framework.ServerGame.endStep(ServerGame.java:454)
          at games.strategy.engine.framework.ServerGame.runStep(ServerGame.java:418)
          at games.strategy.engine.framework.ServerGame.startGame(ServerGame.java:266)
          at games.strategy.engine.framework.startup.launcher.LocalLauncher.launchInNewThread(LocalLauncher.java:58)
          at games.strategy.engine.framework.startup.launcher.AbstractLauncher.lambda$launch$0(AbstractLauncher.java:51)
          at java.lang.Thread.run(Unknown Source)
          Caused by: java.lang.IllegalStateException: No such Property Field: destroyedWhenCapturedFrom
          at games.strategy.util.PropertyUtil.getFieldIncludingFromSuperClasses(PropertyUtil.java:58)
          at games.strategy.util.PropertyUtil.getFieldIncludingFromSuperClasses(PropertyUtil.java:63)
          at games.strategy.util.PropertyUtil.getFieldIncludingFromSuperClasses(PropertyUtil.java:63)
          at games.strategy.util.PropertyUtil.getFieldIncludingFromSuperClasses(PropertyUtil.java:63)
          at games.strategy.util.PropertyUtil.getFieldIncludingFromSuperClasses(PropertyUtil.java:53)
          at games.strategy.util.PropertyUtil.getPropertyField(PropertyUtil.java:101)
          at games.strategy.util.PropertyUtil.getPropertyField(PropertyUtil.java:81)
          at games.strategy.util.PropertyUtil.getPropertyFieldObject(PropertyUtil.java:69)
          ... 14 more

          "A joyous heart sours with the burden of expectation"
          Hepster

          redrumR General_ZodG 2 Replies Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Hepps
            last edited by

            @hepps I have a feeling that you can't use destroyedWhenCapturedFrom in a trigger. Can you try using destroyedWhenCapturedBy instead?

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

            HeppsH 1 Reply Last reply Reply Quote 0
            • General_ZodG Offline
              General_Zod Moderators @Hepps
              last edited by General_Zod

              @Hepps @redrum
              Why is the m_ in there?

              @hepps said in Total World War: December 1941 Trains (BETA) 2.8.0.1:

              @redrum TripleA engine version 1.9.0.0.8505
              Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip
              Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip, C:\Program Files\TripleA\assets]
              Loading map: total_world_war, from: C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip
              Loading resources from the following paths: [C:\Users\Hepster\triplea\downloadedMaps\total_world_war-master.zip, C:\Program Files\TripleA\assets]
              Error: No such Property Field named: m_destroyedWhenCapturedFrom, or: destroyedWhenCapturedFrom, for Subject: UnitAttachment attached to:UnitType{name=germanAirTransport} with name:unitAttachment
              java.lang.IllegalStateException: No such Property Field named: m_destroyedWhenCapturedFrom, or: destroyedWhenCapturedFrom, for Subject: UnitAttachment attached to:UnitType{name=germanAirTransport} with name:unitAttachment

              HeppsH 1 Reply Last reply Reply Quote 0
              • HeppsH Offline
                Hepps Moderators @redrum
                last edited by

                @redrum I'll try.

                "A joyous heart sours with the burden of expectation"
                Hepster

                1 Reply Last reply Reply Quote 0
                • HeppsH Offline
                  Hepps Moderators @General_Zod
                  last edited by

                  @general_zod Yes I also wondered that. I searched the entire XML for an instance of either; m_destroyedWhenCapturedFrom, as well as m destroyedWhenCapturedFrom... and yielded no results.

                  "A joyous heart sours with the burden of expectation"
                  Hepster

                  redrumR 2 Replies Last reply Reply Quote 0
                  • redrumR Offline
                    redrum Admin @Hepps
                    last edited by

                    @hepps This should work:

                    <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                      <option name="trigger" value="conditionAttachmentDummyCondition"/>
                      <option name="unitType" value="germanAirTransport"/>
                      <option name="unitProperty" value="isInfrastructure" count="false"/>
                      <option name="unitProperty" value="attack" count="1"/>
                      <option name="when" value="before:germanyCombatMove"/>
                    </attachment>
                    <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                      <option name="trigger" value="conditionAttachmentDummyCondition"/>
                      <option name="unitType" value="germanAirTransport"/>
                      <option name="unitProperty" value="isInfrastructure" count="true"/>
                      <option name="unitProperty" value="destroyedWhenCapturedBy" count="China:Russia:Germany:Britain:Italy:Japan:Usa:Spain:Sweden:Turkey:Brazil"/>
                      <option name="unitProperty" value="attack" count="0"/>
                      <option name="when" value="after:germanyNonCombatMove"/>
                    </attachment>
                    

                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                    1 Reply Last reply Reply Quote 0
                    • redrumR Offline
                      redrum Admin @Hepps
                      last edited by

                      @hepps This should also work if you want to do the "from":

                      <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                        <option name="trigger" value="conditionAttachmentDummyCondition"/>
                        <option name="unitType" value="germanAirTransport"/>
                        <option name="unitProperty" value="isInfrastructure" count="false"/>
                        <option name="unitProperty" value="attack" count="1"/>
                        <option name="when" value="before:germanyCombatMove"/>
                      </attachment>
                      <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                        <option name="trigger" value="conditionAttachmentDummyCondition"/>
                        <option name="unitType" value="germanAirTransport"/>
                        <option name="unitProperty" value="isInfrastructure" count="true"/>
                        <option name="unitProperty" value="destroyedWhenCapturedBy" count="FROM:Germany"/>
                        <option name="unitProperty" value="attack" count="0"/>
                        <option name="when" value="after:germanyNonCombatMove"/>
                      </attachment>
                      

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      HeppsH 2 Replies Last reply Reply Quote 0
                      • HeppsH Offline
                        Hepps Moderators @redrum
                        last edited by

                        @redrum lol

                        I did that and was about to save.... then changed it all to what you had just suggested!

                        😃

                        "A joyous heart sours with the burden of expectation"
                        Hepster

                        redrumR 1 Reply Last reply Reply Quote 0
                        • redrumR Offline
                          redrum Admin @Hepps
                          last edited by

                          @hepps Yeah either way works. You could technically just set the destroyedWhenCapturedBy option on the unit itself instead of a trigger and just flip the "isInfrastructure" in the trigger.

                              <attachment name="unitAttachment" attachTo="germanAirTransport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                                <option name="isInfrastructure" value="false"/>
                                <option name="destroyedWhenCapturedBy" value="China:Russia:Germany:Britain:Italy:Japan:Usa:Spain:Sweden:Turkey:Brazil"/>
                              </attachment>
                          
                          <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                            <option name="trigger" value="conditionAttachmentDummyCondition"/>
                            <option name="unitType" value="germanAirTransport"/>
                            <option name="unitProperty" value="isInfrastructure" count="false"/>
                            <option name="unitProperty" value="attack" count="1"/>
                            <option name="when" value="before:germanyCombatMove"/>
                          </attachment>
                          <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                            <option name="trigger" value="conditionAttachmentDummyCondition"/>
                            <option name="unitType" value="germanAirTransport"/>
                            <option name="unitProperty" value="isInfrastructure" count="true"/>
                            <option name="unitProperty" value="attack" count="0"/>
                            <option name="when" value="after:germanyNonCombatMove"/>
                          </attachment>
                          

                          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                          HeppsH 1 Reply Last reply Reply Quote 1
                          • HeppsH Offline
                            Hepps Moderators @redrum
                            last edited by

                            @redrum Worked... this is a good example of an opportunity for better notations in POS.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

                            1 Reply Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @redrum
                              last edited by

                              @redrum Both ways work.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

                              redrumR 2 Replies Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin @Hepps
                                last edited by redrum

                                @hepps Oh one other thing is that I think you should technically be doing a reset on destroyedWhenCapturedBy if you are leaving it in the trigger. As it is a list that gets added to:

                                <attachment name="triggerAttachmentgermanAirtraninfra1" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                  <option name="trigger" value="conditionAttachmentDummyCondition"/>
                                  <option name="unitType" value="germanAirTransport"/>
                                  <option name="unitProperty" value="isInfrastructure" count="false"/>
                                  <option name="unitProperty" value="destroyedWhenCapturedBy" count="-reset-"/>
                                  <option name="unitProperty" value="attack" count="1"/>
                                  <option name="when" value="before:germanyCombatMove"/>
                                </attachment>
                                <attachment name="triggerAttachmentgermanAirtraninfra2" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                                  <option name="trigger" value="conditionAttachmentDummyCondition"/>
                                  <option name="unitType" value="germanAirTransport"/>
                                  <option name="unitProperty" value="isInfrastructure" count="true"/>
                                  <option name="unitProperty" value="destroyedWhenCapturedBy" count="FROM:Germany"/>
                                  <option name="unitProperty" value="attack" count="0"/>
                                  <option name="when" value="after:germanyNonCombatMove"/>
                                </attachment>
                                

                                Could also just do it in the 2nd trigger instead of the first like this:

                                  <option name="unitProperty" value="destroyedWhenCapturedBy" count="-reset-FROM:Germany"/>
                                

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                1 Reply Last reply Reply Quote 0
                                • redrumR Offline
                                  redrum Admin @Hepps
                                  last edited by

                                  @hepps POS2 XML updated: https://github.com/triplea-maps/the_pact_of_steel/pull/6

                                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                  HeppsH 1 Reply Last reply Reply Quote 0
                                  • HeppsH Offline
                                    Hepps Moderators @redrum
                                    last edited by

                                    @redrum Just an fyi... when I tried moving the "destroyedWhenCapturedBy" out of the trigger and back into just the unit.... the map would no longer load.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

                                    redrumR 1 Reply Last reply Reply Quote 0
                                    • redrumR Offline
                                      redrum Admin @Hepps
                                      last edited by

                                      @hepps Hmm. Interesting. I don't see any reason that it shouldn't work.

                                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                      HeppsH 1 Reply Last reply Reply Quote 0
                                      • HeppsH Offline
                                        Hepps Moderators @redrum
                                        last edited by Hepps

                                        @redrum May have been something I did as well. Either way when I put it all back in the tigger it worked fine.

                                        Now I am onto a different issue.

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

                                        1 Reply Last reply Reply Quote 0
                                        • HeppsH Offline
                                          Hepps Moderators
                                          last edited by Hepps

                                          Just a quick update. All the revisions are done. The new features are completely awesome!

                                          We are trouble shooting a few minor issues currently, but these are certainly fixable.

                                          The new game includes...

                                          1. Rail lines now sustain 3 damage when captured. (Disabled)

                                          2. Trains now sustain 2 damage when captured.

                                          3. Research Centers now sustain 4 damage when captured.

                                          4. Air Transports can now be bombed by Tact. Bombers and can be disabled. (2 H.P. disabled if hit)0_1518636455486_britishAirTransport_disabled.png

                                          5. Air Transports are now unselectable as a casualty on defense (1 less user enforced rule) {destroyed upon capture}

                                          6. Can now load transports in hostile S.Z. (Included so we can test functionality)

                                          7. Trains are now available to L&L. Allied->Russia via Murmansk, Archangelis and Iran. Russia-> China via Altay.

                                          Beyond that I have no idea what the future holds.

                                          "A joyous heart sours with the burden of expectation"
                                          Hepster

                                          prastleP 1 Reply Last reply Reply Quote 3
                                          • prastleP Offline
                                            prastle Moderators Admin @Hepps
                                            last edited by

                                            @hepps May the Insanity BEGIN! 🙂

                                            If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

                                            HeppsH 1 Reply Last reply Reply Quote 1

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