Destructable CP Crash

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YTF
First Lance Corporal
First Lance Corporal
Posts: 124
Joined: Thu Jul 10, 2008 3:53 pm

Destructable CP Crash

Post by YTF »

When I destroy my custom destructable CP, my game crashes the instant I see the "victory in 20" timer. After testing by placing multiple CPs on my map and destroying all of them, it seems like the crash only happens on the victory timer rather than right after one of the CPs is destroyed. I also tried replacing the destructable CP with a normal CP, but I can capture that and allow the victory timer to run down with no problems. My error log references nothing to do with the destructable CPs (as far as I can see), but here it is anyway:

Error log
Hidden/Spoiler:
Opened logfile BFront.log 2009-07-29 1802

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0xbf0fb25b does not exist in movie 0xb86e8e36

Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: a530d7c4

Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ffe3f51c

Message Severity: 3
.\source\EntityGeometry.cpp(853)
Entity "rep_assultship_hallway" attaching more than 6 light types
(this repeats multiple times)

Message Severity: 3
.\source\EntityLight.cpp(641)
LightClass 0 not found
(this repeats multiple times)

Destructable CP ODF
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "commandpost"
GeometryName = "cis_fedcruiser_destruct_lifesupport.msh"


[Properties]

GeometryName = "cis_fedcruiser_destruct_lifesupport"
MaxHealth = "5000.0"
ExplosionName = "all_cap_rebelcruiser_destruct_exp"
DestroyedGeometryName = "cis_fedcruiser_destruct_lifesupport_dam"

DamageStartPercent = 90.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclespark"
DamageEffectScale = 3.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 3.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 70.0
DamageStopPercent = 0.0
DamageEffect = "spa1_sfx_shipflames_lg"
DamageEffectScale = 3.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 40.0
DamageStopPercent = 0.0
DamageEffect = "spa1_sfx_shipflames_lg"
DamageEffectScale = 3.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_4"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageEffectScale = 3.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_5"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "spa1_sfx_shipflames_lg"
DamageEffectScale = 3.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_6"

VehicleCollision = "CollisionMesh"
VehicleCollisionOnly = "p_vehicle"

FoleyFXGroup = "metal_foley"


[InstanceProperties]

CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = "rep_off_com_report_captured_commandpost"
VO_Rep_RepLost = "rep_off_com_report_lost_commandpost3"
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = "rep_off_com_report_lost_commandpost"
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = "cis_off_com_report_lost_commandpost"
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = "cis_off_com_chatter_goodjob2"
VO_CIS_CISLost = "cis_off_com_report_lost_commandpost3"
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
FlyerBan = ""
breakdown
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Re: Destructable CP Crash

Post by breakdown »

Try placing a hidden non destructable neutral CP with capture regions and control regions, exceptput it way out of the playing field.

That's what I did with my search and destroy map, and it seemed to fix the crash
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ANDEWEGET
Ancient Force
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Posts: 1266
Joined: Tue Apr 01, 2008 8:42 am
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Re: Destructable CP Crash

Post by ANDEWEGET »

you looked into the endor bunker odf?
YTF
First Lance Corporal
First Lance Corporal
Posts: 124
Joined: Thu Jul 10, 2008 3:53 pm

Re: Destructable CP Crash

Post by YTF »

I actually looked in the Hoth Shield Generator ODF, but Breakdown's solution worked (although it apparently doesn't matter if it's neutral or not. The original non-destructable CP I had was the only non-destructable CP on the entire map, so apparently I need at least two non-destructable CPs to prevent crashing, regardless of how many destructable CPs I already have).

Thanks! This can be locked.
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