Stager00 wrote:I dont know for sure if it causing your crashes...but you have alot of multiple-entries in your .lua ( SetMemoryPoolSize ("EntityHover",1)
SetMemoryPoolSize ("EntityHover",1)
SetMemoryPoolSize ("EntityHover",1)
SetMemoryPoolSize ("EntityHover",1)
Theres no reason for the redundancy. instead of 4 seperate entries...just increase the nuber from 1 to 4 ("EntityHover",4)
Thanks, nobody else posting here knew that the given number specified the quantity
Ugh. The map still crashes, and this topic is rapidly falling behind. Please people, could SOMEONE fully look though that code, or at least answer the questions I've asked about it? I've put a lot of work into this map so far, and I don't want it to be for nothing.
Which problems are you still having? Remove the turrets from your map and see if it still crashes. Having a wrong MemoryPool normally doesn't crash a map, it just doesn't show the object ingame.
Your function ScriptInit() doesn't have an "end", but that would cause the munging process to display an error. I assume you just didn't include it in your post?
(I mean memory pools for extra objects like turrets and vehicle)
Last edited by [RDH]Zerted on Thu Apr 20, 2006 11:23 am, edited 1 time in total.
Part of the trouble in trying to hunt dowen crashes is the .lua is only half the equasion. The objects and how they are placed in Zeroedit factor in to this as well. You could be calling something different in Zeroedit...or missing some mesh or .odf that one of them reference. At first glance...the .lua looks okay, but if its asking for something not in the proper folder...then it will still crash.
Also your local weapon count pool is remarkably big...
I have noticed while trying to script BIG battles, too big of memory pools cause as many crashes as not big enough.
And Memory Pools DO certainly cause crashes as they deal with memory handling. I experimented for days with various pool settings and discovered how far both ways they could be pushed. Your safe on the ones like "commandwalker"..as they will simply not show up in the game..But allocation values are important(unitcontroller...cloth..etc)
Although I doubt thats whats causing your crashes.
Okay, I've just reconsidered what's causing these crashes. Just recently, I munged a new map I've been working on, and tried to play it but crashed on the loading screen too. Although a good deal of objects were there, there were no vehicles, and no turrents. It only used the normal four command posts. The only map-related reason I can think of for the crash is that I attempted to add water by selecting the water option, resizing the square, setting each of the color values to one, selecting a texture, then just dragging the cursor/square over some terrain. Nothing showed up on the map.
So provided that something about what I did with the water didn't cause a crash, the reason must be either something with my computer, or something abouth the munging tool. I have been able to play earlier versions of my first map, so I have no idea what's going on. Can anyone help?
I've got the map to run! (finally). At this point, I have removed all turrents from the map, and all data on both the turrents and the ATTEs from the script. The map itself runs pretty well: the vehicles work perfectly now, and the max height is gone (or irrelevant, however you look at it).
However, the southernmost 125 or so Z units on the upper section of my map are unaccessable when I am above a certain height (I think I can get to that area on the ground, but I'm not sure) I have no boundaries, portals, or barriers in both the base and conquest layers, yet whenever I try to reach that area on a catwalk, my unit gets teleported back several steps. Is there another coded limit to also help stop units from flying off the map? If so, where is it in the code?
Also, I would like to be able to add 2 ATTEs as well as 2 hoth dish turrents, 2 remote rocket turrents, about six of those automated 'mortar' turrents you see on hoth, and 2 sonic turrents, so future help there would be appreciated.
I know I might sound like I always want more, but hey, I'm just learning the program I do appreciate the help I've been given so far, and I've learned a lot since coming here.
-- 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"}
cp6 = CommandPost:New{name = "cp6"}
--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:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
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(200)
SetMaxPlayerFlyHeight (200)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
Okay, I made the code modification given in the last post, but neither the turrents or the ATTEs appear (although I did get this weird gray square platform in the location where I think one of the turrents was). As for the 'teleportation' problem, I've looked at it, and it seems to only be preventing access to the uppermost two pads in the city, and possibly the bridge between them. The pads are from Kamino, if that helps to diagnose the problem.
Also, the hailfire droid is still able to travel right through a ground based Kamino pad I have. Is there a code change or an odf modification that could fix this problem?
Finally, I would like to add a tunnel network to this map, but first I need an answer to this question: How do you create "holes" in terrain, like in, say Polis Mass, where the asteriod surface has several "holes" through which hangers project?
I've been able to get a good deal of help in the past, so I'm hoping someone will be able to figure out how to solve this. Thanks!