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    Total World War: December 1941 (BETA) 2.8.0.5

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    • Hepps
      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

      redrum General_Zod 2 Replies Last reply Reply Quote 0
      • redrum
        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?

        Hepps 1 Reply Last reply Reply Quote 0
        • General_Zod
          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

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

            @redrum I'll try.

            1 Reply Last reply Reply Quote 0
            • Hepps
              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.

              redrum 2 Replies Last reply Reply Quote 0
              • redrum
                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>
                
                1 Reply Last reply Reply Quote 0
                • redrum
                  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>
                  
                  Hepps 2 Replies Last reply Reply Quote 0
                  • Hepps
                    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!

                    😃

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

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

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

                          @redrum Both ways work.

                          redrum 2 Replies Last reply Reply Quote 0
                          • redrum
                            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"/>
                            
                            1 Reply Last reply Reply Quote 0
                            • redrum
                              redrum Admin @Hepps last edited by

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

                              ron-murhammer created this issue in triplea-maps/the_pact_of_steel

                              closed Update POS2 XML destroyedWhenCapturedFrom #6

                              Hepps 1 Reply Last reply Reply Quote 0
                              • Hepps
                                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.

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

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

                                  Hepps 1 Reply Last reply Reply Quote 0
                                  • Hepps
                                    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.

                                    1 Reply Last reply Reply Quote 0
                                    • Hepps
                                      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.

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

                                        @hepps May the Insanity BEGIN! 🙂

                                        Hepps 1 Reply Last reply Reply Quote 1
                                        • Hepps
                                          Hepps Moderators @prastle last edited by

                                          @prastle This is more like lunacy... insanity will be G.D. 😃

                                          1 Reply Last reply Reply Quote 2
                                          • Hepps
                                            Hepps Moderators last edited by

                                            So far everything now appears to be working well.

                                            The new functionality looks good and the changes at seem ok. Just testing some of the basic functionality, and barring any issues will release this some time later today.

                                            1 Reply Last reply Reply Quote 0
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