*SOLVED*Map Crashing With No Important Severity 3 Errors
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- Challenger33
- Lieutenant General

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*SOLVED*Map Crashing With No Important Severity 3 Errors
Well, my map is crashing in CW Conquest-but I am not getting any important/meaningful Severity 3 Errors. Here is the BFront2.txt file, if it helps (btw, the last thing I changed was removing a line from the lua that I didn't need anymore):
-Since I stopped it from crashing, I deleted the BFront2.txt file.
- :royal:
-Since I stopped it from crashing, I deleted the BFront2.txt file.
- :royal:
Last edited by Challenger33 on Thu Sep 13, 2007 9:11 am, edited 1 time in total.
-
BountyHunterV
Re: Map Crashing With No Important Severity 3 Errors
lol...if you look closely, there are lots of Message Severity 3 Errors, especially near the top
that's just a few of them
Challenger33 wrote:
Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "rep_fly_blkstarfighter BODY WEAPON1" mount node "hp_gun_2" not found
Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_4" not found
Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "rep_fly_blkstarfighter BODY WEAPON2" mount node "hp_gun_1" not found
Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_3" not found
that's just a few of them
- trainmaster611
- Sith Lord

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Re: Map Crashing With No Important Severity 3 Errors
The errors regaurding your weapon nodes and what not shouldn't crash your map.
-
-_-
- Gametoast Staff

- Posts: 2678
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Re: Map Crashing With No Important Severity 3 Errors
Well, for one thing, add some memory pools for "aimer" so we don't have to look at 50 lines of that.
-
RepSharpshooter
- Gametoast Staff

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Re: Map Crashing With No Important Severity 3 Errors
Code: Select all
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "hoth_bldg_shieldgenerator_exp" missing effect "hot_sfx_shieldgenerator_exp"
And every color of your star fighters has the other message severity: 3 errors.
- Teancum
- Jedi Admin

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Re: Map Crashing With No Important Severity 3 Errors
When exactly does it crash? If it crashes while still on the loading screen usually you can find the error in the log. If it's a few seconds after getting in-game it's usually a bad secondary weapon on a unit. The game runs until one of the AI try to use it.
-
Penguin
- Jedi Admin

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Re: Map Crashing With No Important Severity 3 Errors
Fix the aimer on the ship, its crashing the game when trying to find the HP for the weapon aimers.
- Challenger33
- Lieutenant General

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Re: Map Crashing With No Important Severity 3 Errors
1) I have the effect for the shield generator, don't know why it's not being found.
2) I have had those starfighter errors for a while and they never affected the map...but how do I fix them?
3) It crashes when it is done loading.
4) I will add the aimer memorypool now.
- :royal:
2) I have had those starfighter errors for a while and they never affected the map...but how do I fix them?
3) It crashes when it is done loading.
4) I will add the aimer memorypool now.
- :royal:
- Challenger33
- Lieutenant General

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Re: Map Crashing With No Important Severity 3 Errors
Sorry for the bump/double post, but solving this is essential to the Beta Release of Hoth: Frontal Assault. Here is my lua if it helps:
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:Start()
EnableSPHeroRules()
ActivateRegion("anim1")
region1 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
PauseAnimation("koltotank")
RewindAnimation("koltotank")
PlayAnimation("koltotank")
end
end,
"anim1"
)
ActivateRegion("anim2")
region2 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
PauseAnimation("koltotank1")
RewindAnimation("koltotank1")
PlayAnimation("koltotank1")
end
end,
"anim2"
)
ActivateRegion("anim3")
region3 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
PauseAnimation("koltotank2")
RewindAnimation("koltotank2")
PlayAnimation("koltotank2")
end
end,
"anim3"
)
ActivateRegion("anim4")
region4 = OnEnterRegion(
function(region, player)
if IsCharacterHuman(player) then
PauseAnimation("koltotank3")
RewindAnimation("koltotank3")
PlayAnimation("koltotank3")
end
end,
"anim4"
)
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(700)
SetMaxPlayerFlyHeight (700)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",52) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",662) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",665) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",665) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",558) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6500) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_barcspeeder",
"rep_fly_redstarfighter",
"rep_fly_orgstarfighter",
"rep_fly_anakinstarfighter_sc",
"rep_fly_grnstarfighter",
"rep_fly_blustarfighter",
"rep_fly_purstarfighter",
"rep_fly_blkstarfighter",
"rep_fly_whistarfighter",
"rep_fly_pnkstarfighter",
"rep_fly_escapepod",
"rep_fly_arc170fighter_sc")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_fly_droidfighter_sc",
"cis_hover_mtt",
"cis_inf_magnagaurd")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
ReadDataFile("dc:SIDE\\PLO.lvl",
"plo_plokoon")
ReadDataFile("dc:SIDE\\Astromech.lvl",
"all_droid_r2d1")
SetupTeams{
rep = {
team = REP,
units = 35,
reinforcements = 200,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",3, 4},
engineer = { "rep_inf_ep3_engineer",3, 4},
sniper = { "rep_inf_ep3_sniper",3, 4},
officer = {"rep_inf_ep3_officer",3, 4},
special = { "rep_inf_ep3_jettrooper",3, 4},
},
cis = {
team = CIS,
units = 35,
reinforcements = 200,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",3, 4},
engineer = { "cis_inf_engineer",3, 4},
sniper = { "cis_inf_sniper",3, 4},
officer = {"cis_inf_magnagaurd",2, 4},
special = { "cis_inf_droideka",4, 5},
}
}
AddUnitClass(REP, "all_droid_r2d1",1,3)
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "plo_plokoon")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 60)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("CommandHover", 4)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:HFA\\HFA.lvl", "HFA_conquest")
ReadDataFile("dc:HFA\\HFA.lvl", "HFA_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Re: Map Crashing With No Important Severity 3 Errors
Go recheck the ODF name for the exp file and the reference in the shield generator ODF and make sure they match up.Challenger33 wrote:1) I have the effect for the shield generator, don't know why it's not being found.
-
Penguin
- Jedi Admin

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Re: Map Crashing With No Important Severity 3 Errors
Max units is 32 not 35 unless you enable uber mode. (Won't crash game, just telling you)
- Challenger33
- Lieutenant General

- Posts: 726
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Re: Map Crashing With No Important Severity 3 Errors
Ok, thanks for that info Penguin
. But it still crashes 
