Fixes a longstanding bug that causes emissions to no longer occur if you fail the Barrier Defense task in Army Warehouses.
Exactly what it says on the tin.
Having this installed should prevent the bug from occurring in the first place.
If you're already bugged:
1. Launch the game in debug mode
2. Load your save with this mod active
3. Open the console (default ~)
4. Enter the following line:
run_string z_barrier_defense_emission_fix.enable_emissions()
If this doesn't work, this is not the same bug that's broken your emissions. In either event, I can't help you troubleshoot--this script is provided as-is.
IMPORTANT: As of version 1.1, this script requires modded exes.
You can get them here:
Github.com
Why is this required? Because the variable that sets whether emissions are allowed is local to tasks_defense.script--meaning that if I want to change it, I have to either completely replace tasks_defense.script, or unlocalize the variable. Vanilla binaries do not support unlocalizing; this is exclusively a feature of the modded exes. Being based on them, this is also supported by GAMMA, EFP, and SSS.
This change was necessary in order to avoid conflicts with any other addon or modpack that modifies tasks_defense.script, such as GAMMA itself.
If the 1.0 version works fine for you, there is no need to update. This is only necessary for GAMMA users, or anyone else using a modified copy of tasks_defense.script from another addon.
Heard of this bug for a long time. Good work!
Is this really a thing?
I didnt notice anthing for like 100+ walkthroughs
It is. Some people will encounter it, some never will. But if you fail the barrier task, it will happen eventually.
Additional details: you can easily trigger this bug deliberately the next time a barrier defense task comes up, if you want to see how it works.
1. Accept the task
2. Approach the barrier so that the event begins
3. Leave and get more than 90 meters away
The task will fail, and the flag will not be cleared. From that point on, even the debug menu won't be able to trigger emissions. They are broken in that save, at least until the next time you successfully complete this task.
If this happens, that's what the variable in the first line of this script is for. It unsets that flag.
The other change to the script unsets it when the task fails so that the bug will never actually happen in the first place.
Well this ends a days long dilema. TY so much !! I initially tought it was story mode tasks preventing it.
Thank you so much for fixing this Catspaw. I am glad I was able to help test and figure out what the issue was. I had this bug hit me twice now and it's great to have emissions (and artifacts) back.
This mod is a must have, and I hope it's fixed in the next version of Anomaly.
Thank you for your help! This bug has been around for a while, and yeah, I'm hoping something like this makes it into the next version. It's a simple enough fix.
i havent encountered this bug yet, and i dont plan on encountering it thanks to this mod, thank you
Ty, got this some time ago and had to restart a really long run :c
Never notice the bug since i will always reload my saves if i failed the mission. Nice (^▽^)👍
Great! What is the changelog of the update?
This comment is currently awaiting admin approval, join now to view.