Self-Piloted Crashes

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Re: Self-Piloted Crashes

Post by jangoisbaddest »

MercuryNoodles wrote:Edit: What was that about one flyersection? I see you commented out the line that designates the turret flyersection. Without that, you don't necessarily have a second position as far as the game is concerned.
Right. I was saying that the snailtank only had one flyersection that wasn't commented out, and therefore only needs one pilottype = self, under that section.
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Re: Self-Piloted Crashes

Post by MercuryNoodles »

The more I look at this thread, the more thoroughly I confuse myself with trying to come up with a solution. I've only glanced at the vehicle odf this time, but everything looks ok there. However, you did mention making other changes after which self-piloting stopped working. What changes did you make after you last knew self-piloting was working? I think the best way to deal with this is to backtrack, at this point.
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Re: Self-Piloted Crashes

Post by jangoisbaddest »

MercuryNoodles wrote:The more I look at this thread, the more thoroughly I confuse myself with trying to come up with a solution. I've only glanced at the vehicle odf this time, but everything looks ok there. However, you did mention making other changes after which self-piloting stopped working. What changes did you make after you last knew self-piloting was working? I think the best way to deal with this is to backtrack, at this point.
I know for a fact that I didn't touch the sides. I MIGHT have changed something in the LUA, but nothing (AFAIK) having to do with vehicles or memory pools. All I really remember doing before munging was working in ZE. Which is odd because generally doing something in ZE doesn't cause an ingame crash....unless I'm wrong.
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Re: Self-Piloted Crashes

Post by Teancum »

I haven't followed this one for awhile, but it sounds like the self-piloted snail tank worked at one time, is that right? Because the other issue may be that the game only allows for so many self-piloted vehicles/positions in a vehicle.
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Re: Self-Piloted Crashes

Post by jangoisbaddest »

Teancum wrote:I haven't followed this one for awhile, but it sounds like the self-piloted snail tank worked at one time, is that right? Because the other issue may be that the game only allows for so many self-piloted vehicles/positions in a vehicle.
That is correct, Tean. However, it worked when I had both three self-piloted gunships and eight self-piloted snailtanks operational. Now I have two gunships and a single tank on the map that are self-piloting, and it still crashes. The gunships have three our four positions that are self-piloting, iirc.

In addition, I tested without my gunships at all and just that one self-piloted tank. Still crashes. It MUST be this specific vehicle. I don't understand why it works fine without being self-piloted, but ZOMG CRASH when it is.
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Re: Self-Piloted Crashes

Post by Teancum »

Just throwing this out, but try a 100% default snail tank, changing only the pilottype. I know that seems pointless, but it's possible some weapon odf or some other value doesn't agree with a self piloted vehicle.
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Re: Self-Piloted Crashes

Post by jangoisbaddest »

Teancum wrote:Just throwing this out, but try a 100% default snail tank, changing only the pilottype. I know that seems pointless, but it's possible some weapon odf or some other value doesn't agree with a self piloted vehicle.
No, that's a very good idea....and I can't believe I didn't think of it before.

So guess what? It still crashes.

Guess what else? I put it into a completely fresh map. It still crashes. Oddly enough, though, in the new map, it took less time to crash. Since I've pretty much deduced that it crashes only when the self-pilot "pilot" takes control and starts moving, I guess this just happens faster in a new map, but who knows?

I'd appriciate anybody else trying this little experiment on their own machines and seeing if the same thing happens. Thanks in advance. :)

:cpu:
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