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Jailbreak Developer Network: Mapping Problem Solver


The Mapping Problem Solver helps you find solutions if anything in your map doesn't work the way it should. Read the problem descriptions below; each has one or several potential causes listed next to it which you can look into.

Bots never attack to release their teammates.
If the scoreboard shows "attacking" orders for any bot, this problem is unrelated to Jailbreak; check your path setup instead – maybe bots just don't find a way to the release switch or get stuck somewhere. Otherwise, check the following things:
  • Are team tactics set to "normal," "aggressive" or "suicidal"? If not, it may be the bots' deliberate decision not to attack even if teammates are jailed. That applies to the "evasive" and "defensive" team tactics.
  • When players are in jail, does the compass dot for the corresponding switch pulse? If not, the game hasn't realized that the corresponding switch will open the jail those players are in.
    • Make sure you configured the PlayerStarts for the right team in each jail. (If a jail can only be opened by the red team, but has players from the blue team in it, blue bots won't attack any of the switches.)
    • Never have your release switches directly trigger the jail doors – always trigger the JBInfoJail actor, and use its EventReleaseRed or EventReleaseBlue events to operate the doors.
    • Are your release switches more complicated than a simple Trigger or a GameObjective subclass? Jailbreak doesn't support that.
Bots don't flee from jail when released by their teammates.
Check the jailed bots' orders in the scoreboard: Normally they will stay "jailed" until the jail doors have fully opened, then resume normal orders. If you see that change in the scoreboard, your problem is unrelated to Jailbreak; check your path setup instead.
  • Make sure that the Door actors you set up for your jail doors are properly set up. (If you're not using Door actors yet, add one for each path that crosses the jail doors.)
  • Bots will remain in jailed stupor while the doors open until the door movers reach their fully opened state. (That is to prevent bots from running against half-opened doors.) If your jail doors take long to open, bots will stick in jail equally long.
Players and bots don't spawn where they should (in jail when they're free, or in freedom when they're jailed).
Maybe that's because you used too many distinct zones and UnrealEd had to merge some, thus merging part of the playable area of your map with the zone a JBInfoJail actor is in or vice-versa.
  • Check the UnrealEd log for errors after rebuilding your map. If you find any pertaining to having exceeded the maximum number of zones, reduce the number of zones in your map. (Note that a zone is not defined by having a ZoneInfo actor but simply by being a zoned-off area of your map.)
The game crashes with the error message "No PlayerStart found" on startup.
The game is unable to find a PlayerStart suitable for starting a free player.
  • One or several of your jails may be "leaking" and inadvertently making all PlayerStarts jailed starts. Make sure your jails are properly zoned off (if you are using TagAttachZones in JBInfoJail set to 'Auto') by double-checking with UnrealEd's Zone/Portal view mode.
  • If you don't intend to use a distinct zone to define your jail and thus are using the TagAttachVolumes property to attach a volume to the jail instead, make sure you didn't leave TagAttachZones set to 'Auto' as well. If you did, the jail will consider both the attached volumes and the zone it is in as part of the jail, that is, most part of the entire level.
Emitters set up to be triggered (eg in execution sequences) don't work online
Use a JBEmitterClientTriggerable actor instead of Emitter.

See also Debugging Techniques for ways to reproduce certain situations in a map.