Units won't shoot anymore
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Executer94
- Major

- Posts: 504
- Joined: Fri May 01, 2009 7:45 am
- Location: Chalmuns Cantina
Units won't shoot anymore
My map brings a lot of problems along now.
The AI is still there and also tries to attack me but everytime when they shoot there are no lasers. I can hear the shooting sound and see the animation but no laser is coming out. I never saw that before.
The AI is still there and also tries to attack me but everytime when they shoot there are no lasers. I can hear the shooting sound and see the animation but no laser is coming out. I never saw that before.
- Firefang
- Major

- Posts: 518
- Joined: Mon Nov 15, 2010 8:55 pm
- Location: California
Re: Units won't shoot anymore
Are these custom weapons? If so you may have an issue withe the _ord part of the weapon. Most likely misspelled or named.
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Executer94
- Major

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- Joined: Fri May 01, 2009 7:45 am
- Location: Chalmuns Cantina
Re: Units won't shoot anymore
No they are not. And I didn't change anything about the weapons. It just happened after I changed something at the map.
- DarthD.U.C.K.
- Master of the Force

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- Location: Duckburg, Germany
Re: Units won't shoot anymore
it would be usefull to know what you changed. does the debuglog show any errors?
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Executer94
- Major

- Posts: 504
- Joined: Fri May 01, 2009 7:45 am
- Location: Chalmuns Cantina
Re: Units won't shoot anymore
I added a bunch of turrets and frigates which have shields.
I run the modtools for the error log. For some reason it crashed when I tried to load the game with the modtools but when I played with the normal exe it was fine.
Here is my very long error log...
...
EDIT
This is part two of my error log
I had to many signs in my first post, I hope that's not seen as double posting
...
Your error log: http://textbin.com/m4141
Please do not double post; either trim your error log down, or use a text hosting site instead. -Staff
I run the modtools for the error log. For some reason it crashed when I tried to load the game with the modtools but when I played with the normal exe it was fine.
Here is my very long error log...
...
EDIT
This is part two of my error log
I had to many signs in my first post, I hope that's not seen as double posting
...
Your error log: http://textbin.com/m4141
Please do not double post; either trim your error log down, or use a text hosting site instead. -Staff
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Units won't shoot anymore
wow, it seems like you are strechting countless memorypools. maybe the game simply cnat handle all effects etc. anymore and therefore doesnt display the lasers. can the lasers "hit" units?
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Executer94
- Major

- Posts: 504
- Joined: Fri May 01, 2009 7:45 am
- Location: Chalmuns Cantina
Re: Units won't shoot anymore
yeah they can I think. I got damaged and it's the same with all weapons, no matter starfighters or units. I myself can shoot.
Is it possible that too many fighters and turrets overloaded the memory pool?
Is it possible that too many fighters and turrets overloaded the memory pool?
- DarthD.U.C.K.
- Master of the Force

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Re: Units won't shoot anymore
yes, indeed. thats what i meant with "stretching too many memory pools".
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Executer94
- Major

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- Location: Chalmuns Cantina
Re: Units won't shoot anymore
Any other solution than removing turrets and fighters?
- Dakota
- Field Commander

- Posts: 991
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- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: Units won't shoot anymore
this happened to me when i made a bowcaster that shot over 1000 shots per click and was rapid fire and the shots had a long lifespan. if you shoot the gun about 7-20 times then nothing can shoot anymore but still makes sound, i never checked if my ones did damage though. i think this happens when ever there is too much going on (too many effects, shots, vehecals, ai, objects, etc.). if you want to see this its on the beta of mega weapons mod (my first mod) on filefront if you search it. it won't show up unless you use search.
i don't really know how to fix this other than upping the memory pools (which you may have maxed) and removing things like effects, extra units, objects, vehecals, extra details (like random small pebbles and grass)
i don't really know how to fix this other than upping the memory pools (which you may have maxed) and removing things like effects, extra units, objects, vehecals, extra details (like random small pebbles and grass)
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Executer94
- Major

- Posts: 504
- Joined: Fri May 01, 2009 7:45 am
- Location: Chalmuns Cantina
Re: Units won't shoot anymore
Yeah it's a space map and there are a lot of effects going on.
Which line I would have to edit to increase the memory pool for "shooting"
Which line I would have to edit to increase the memory pool for "shooting"
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Units won't shoot anymore
i doubt that tweaking memory pools will help. most memorypools for dynamic things like effects and animations are raised automatically.
- Dakota
- Field Commander

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- Joined: Mon Dec 06, 2010 8:21 pm
- Projects :: making random weapon assets
- xbox live or psn: PS3 beats xbox
- Location: at a computer desk floating around in space
Re: Units won't shoot anymore
well i had a long long post writen up and then i clicked that link for textbin to see the error log and it changed my screen instead of opening a new window... so now to write it again...
ok i am not sure about any of these really since i have very little lua knowledge
local weaponCnt = 210 // i think this is for weapons
SetMemoryPoolSize("Aimer", 22) //i think this is for aimming of weapons (maybe ai)
SetMemoryPoolSize("AmmoCounter", weaponCnt) //this is connected to the weapon count # i think
SetMemoryPoolSize("MountedTurret",12) //you said you had lots of turrets
SetMemoryPoolSize("PathFollower", 50) //if its in space there are probably paths the ships follow
SetMemoryPoolSize("Navigator", 50) //i don't know why but i think this could help the ai navigate
SetMemoryPoolSize("Obstacle", 375) //do you have much that you can run into?
SetMemoryPoolSize("UnitAgent", 50) //i think this is for ai but not sure
SetMemoryPoolSize("UnitController", 50) //i think this is for ai also but not sure
SetMemoryPoolSize("Weapon", weaponCnt) //i think this is for how many weapons you have
SetMemoryPoolSize("EntityFlyer", 4) //i think this should be high for the ships (flyers)
once again i am not sure of this at all but it may or may not help.
ok i am not sure about any of these really since i have very little lua knowledge
local weaponCnt = 210 // i think this is for weapons
SetMemoryPoolSize("Aimer", 22) //i think this is for aimming of weapons (maybe ai)
SetMemoryPoolSize("AmmoCounter", weaponCnt) //this is connected to the weapon count # i think
SetMemoryPoolSize("MountedTurret",12) //you said you had lots of turrets
SetMemoryPoolSize("PathFollower", 50) //if its in space there are probably paths the ships follow
SetMemoryPoolSize("Navigator", 50) //i don't know why but i think this could help the ai navigate
SetMemoryPoolSize("Obstacle", 375) //do you have much that you can run into?
SetMemoryPoolSize("UnitAgent", 50) //i think this is for ai but not sure
SetMemoryPoolSize("UnitController", 50) //i think this is for ai also but not sure
SetMemoryPoolSize("Weapon", weaponCnt) //i think this is for how many weapons you have
SetMemoryPoolSize("EntityFlyer", 4) //i think this should be high for the ships (flyers)
once again i am not sure of this at all but it may or may not help.
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Executer94
- Major

- Posts: 504
- Joined: Fri May 01, 2009 7:45 am
- Location: Chalmuns Cantina
Re: Units won't shoot anymore
so I got to remove some stuff from the map I guess. Dang it that will hurt.
UPDATE:
Does it help when I just remove "effects" from the map editor do I have to remove them from the whole map folder?
UPDATE:
Does it help when I just remove "effects" from the map editor do I have to remove them from the whole map folder?
