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weird crash, PLEASE READ

Posted: Sat Mar 15, 2008 12:02 pm
by elfie
I added a 5th cp in my map. I added it to the objectives in my lua as it says in the documentation. But when I play my map it dosen't count. Is there something i am forgetting?

Re: cps not counting in conquest!!

Posted: Sat Mar 15, 2008 1:00 pm
by MercuryNoodles
You may need to recheck your names in the lua and in ZE. The engine is very picky about things like capitalization. The CP name in the lua in quotes (name = "cp1") should match the name of the CP in ZE exactly.

Btw, I need to throw something at the one who thought it was such a great idea to use duplicate names everywhere. x_x

Re: cps not counting in conquest!!

Posted: Sat Mar 15, 2008 1:33 pm
by SBF_Dann_Boeing
Adding new cp requires:

1. Adding com_bldg_commandpost or another CP odf from data_123/common/odfs into zeroedit into the layer of the mode ur putting it in (ex: conquest).

2. Adding a capture region if you want it capturable, and adding a conquest region if you want vehicles to spawn from it to the same layer, and then putting the names of the regions in the CP's object properties.

3. Adding a spawn path in the same layer, and then putting the spawn path's name in the CP's object properties.

4. Adding cp5 = CommandPost:New{name = "[the name you gave it in zeroedit, case sensitive]"} in the lua just before the part that sets up the objective.

5. Adding conquest:AddCommandPost(cp5) [exactly like that] in the lua in the section following the objective set up and before conquest:Start()

If you did all things properly, it should work.

Re: cps not counting in conquest!!

Posted: Sat Mar 15, 2008 2:17 pm
by SBF_Dann_Boeing
those odfs arnt specific towards a mesh. those are just default properties. Msh's are in odfs like cis_inf_rifleman, cis_inf_rocketeer, etc.

Re: weird crash, PLEASE READ

Posted: Sun Mar 16, 2008 7:08 am
by MercuryNoodles
That's not really telling us very much about the problem. Show the error log. From what I gather, I'm virtually certain you have far more problems than just a simple mistake in changing geometry.

Re: weird crash, PLEASE READ

Posted: Sun Mar 16, 2008 9:16 am
by elfie
I can't post my error log because it is so big, but it says the setrender radius, and then a bunch of numbers is out of reach. It is a message severiyt 3 error repeatied about seventy times, so for me to post each one would be a waste. It is not a lua problem either. I treid to change a mesh but then it was just floating weapons. I also put custom weapons in game, the ones from the bounty hunter assets. If that is a problem i could remove them.

Re: weird crash, PLEASE READ

Posted: Sun Mar 16, 2008 11:25 am
by woner11
Do it in two posts.

Re: weird crash, PLEASE READ

Posted: Sun Mar 16, 2008 1:33 pm
by SBF_Dann_Boeing
elfie wrote:I can't post my error log because it is so big, but it says the setrender radius, and then a bunch of numbers is out of reach. It is a message severiyt 3 error repeatied about seventy times, so for me to post each one would be a waste. It is not a lua problem either. I treid to change a mesh but then it was just floating weapons. I also put custom weapons in game, the ones from the bounty hunter assets. If that is a problem i could remove them.
can you at least post the one error it seems to be repeating?

Re: weird crash, PLEASE READ

Posted: Sun Mar 16, 2008 5:54 pm
by elfie
Message Severity: 3
.\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(41813976.00) out of range

Message Severity: 3
.\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(41813976.00) out of range

Message Severity: 3
.\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(41813976.00) out of range

Message Severity: 3
.\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(41813976.00) out of range

Message Severity: 3
.\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(41813976.00) out of range

also:


Message Severity: 3
.\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "Concusion_grenade_ord" missing geometry "sm_weap_inf_thermaldetonator"

Re: weird crash, PLEASE READ

Posted: Sun Mar 16, 2008 9:00 pm
by woner11
For the last one you're missing a msh file for the thermal detonator.

Re: weird crash, PLEASE READ

Posted: Mon Mar 17, 2008 4:33 am
by MercuryNoodles
I'm not familiar with that error, but I'm fairly certain that doesn't have anything to do with the playable units. It reads to me as something to do with your sky, dome models, or something like that. So, I have to ask, what exactly have you done to this map? Better yet, can we get a look your pc_mungelog? That might also help.

Re: weird crash, PLEASE READ

Posted: Mon Mar 17, 2008 4:36 pm
by woner11
either that or your maps too big or something is too far.

Re: weird crash, PLEASE READ

Posted: Mon Mar 17, 2008 5:12 pm
by elfie
my map is 512x512. I got the expecting bracet but none was found error, for my munge log which means it may be a sky error. It also dosen't crash until I spawn in as an imp unit. Unfortunatley my pc munge log is long gone, but that 1 error I remember.

Re: weird crash, PLEASE READ

Posted: Mon Mar 17, 2008 5:13 pm
by woner11
Just remunge to get the pc munge log. Also that error means there is a typo.

Re: weird crash, PLEASE READ

Posted: Mon Mar 17, 2008 5:16 pm
by elfie
I had no typos though. I no longer have a pc munge log also. just the errors you get every time you copy a side to ur sides folder. I agree with that other post that it may be a sky issue because I skinned the sky and that may be what is causing the crashes and lag. don't know though :?

Re: weird crash, PLEASE READ

Posted: Mon Mar 17, 2008 5:22 pm
by woner11
If you can reset your sky. Then munge and see what happens.