(Mighty Script Editor) Empire owned party doesn't follow assigned patrol routes
Hello!
So I've been experimenting with scripts, currently working on a campaign, and when I tried spawning Empire units in an area, on testing they were completely motionless. When I attacked them, they responded one by one in 5-8 second intervals per unit. It was probably the pathetic AI I thought, put it on to Master, rechecked, still braindead behavior. Felt it necessary to script a patrol route for them, so on game start they will be assigned to a patrolling route like this:
Surprisingly, the 5-man party spawned on their designated location, but they did not move to their first point. I re-assigned the starting point as the 1st stop of the patrol. On test, the units were walking towards the middle of the tile, and kept pushing eachother away from it, perpetually. I took to the WTFO MSE tutorial's party spawn solution, which made the party spawn on startup, have the same patrolling route, and start on the 1st stop. The party persisted to act defective. Messed with the party member spawn interval, the idle times and idle block ranges, nothing helped.
The editor did not display any bugs. I have no idea what the issue may be. Should I attach any files?
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Also, in case it helps, as I was working on the map, I've accidentally hit esc when the MSE was open. This resulted in a different bug, where the two menus overlapped, and whenever I clicked the MSE button on the hud, the UI appeared for a split second, and it instantly faded out, as if I had it enabled, and the click dismissed the window. At this point I restarted WTFO, but when I tried loading the map, there were a bunch of entity IDs missing (first there even was a critical error message when loading the unfinished version of the map, I loaded the "finished" version I exported sooner, and that didn't give an error message. A ton of bugs appeared that were related to cutscene camera not having assigned tiles, KOable units arent assigned, etc. At first I couldnt even fix them, because on re-editing all scripts to be functional, the missing ID bugs persisted (later I simply restarted my game, and that fixed the persisting bug issue). My guess is, is it possible that all the tiles lost their IDs when the error occured? I might have this error log somewhere, that described the critical error message my game gave, when I couldn't load the map in question.
https://forum.brightrockgames.com/threads/object-reference-not-set-to-an-instance-of-an-object.11814/
This thread is probably related to my current issue, this is the same map after all. The error logs and output file is there if needed.