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Game crash when I enter Isengard quest in campagne

bfme1 crash problem help error bfme

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#1 Piebs

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Posted 30 May 2023 - 06:33 PM

Hi, I've searched for a fix for this problem for a while now but couldn't find anything, can anyone help?

 

Everytime I start the Isengard quest in the Good Campagne I get this error:

 

 

GameCrash.png

 

 

 

 

 

I'm sorry, I didn't know how to send the Crash other than that.

 

 



#2 Lauri

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Posted 10 June 2023 - 09:24 PM

There's an issue in your map.ini for the Isengard mission map. It's on line 8, so it's quite early in the code. Post it here or on the Discord server, and people might be able to help out.


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#3 Piebs

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Posted 11 June 2023 - 02:32 PM

;----------------------------------------------------------------------------------------------
Object RohanGenericEnt
BuildTime = 30
END
;----------------------------------------------------------------------------------------------
Object RohanTreeBerd
ReplaceModule ModuleTag_ActiveBody
Body = ActiveBody ModuleTag_ActiveBodyStuff
MaxHealth = 5000 ;BALANCE Ent Health
CheerRadius = EMOTION_CHEER_RADIUS
End
End

ArmorSet
Conditions = None
Armor = EntArmorMAPGOODIsengard
DamageFX = NormalDamageFX
End
CommandPoints = 15
BuildTime = 45
ReplaceModule EnragedBehaviorModuleTag
Behavior = EntEnragedUpdate EnragedBehaviorModuleTag_adamstyle
; EnragedLifeTimer = 999999.0 ; 15 seconds lifetime
HatedObjectFilter = ALL
FriendlyDeadFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanTreeBerd
EnragedTime = 999999 ; 150000 ;30000
TimeUntilCanRageAgain = 0 ; Dustin sez always enrage if you "should."
EnragedTransitionTime = 3000
;;;;;;;;;EnragedTransitionFX = FX_EntEnragedTransition
;;;;;;;;;EnragedOnBuffFX = FX_EntEnragedBuffOn
;;;;;;;;;EnragedOffBuffFX = FX_EntEnragedBuffOff
End
End
End

;----------------------------------------------------------------------------------------------

Object RohanEntFir
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_13
MaxHealth = 4000 ;BALANCE Ent Health
; MaxHealthDamaged = 1000
; RecoveryTime = 5000
End
ArmorSet
Conditions = None
Armor = EntArmorMAPGOODIsengard
DamageFX = NormalDamageFX
End
End
CommandPoints = 10
ReplaceModule EnragedBehaviorModuleTag
Behavior = EntEnragedUpdate EnragedBehaviorModuleTag_adamstyle
; EnragedLifeTimer = 999999.0 ; 15 seconds lifetime
HatedObjectFilter = ALL
FriendlyDeadFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanTreeBerd
EnragedTime = 999999 ; 150000 ;30000
TimeUntilCanRageAgain = 0 ; Dustin sez always enrage if you "should."
EnragedTransitionTime = 3000
;;;;;;;;;EnragedTransitionFX = FX_EntEnragedTransition
;;;;;;;;;EnragedOnBuffFX = FX_EntEnragedBuffOn
;;;;;;;;;EnragedOffBuffFX = FX_EntEnragedBuffOff
End
End
END
;----------------------------------------------------------------------------------------------

Object RohanEntBirch
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_13
MaxHealth = 4000 ;BALANCE Ent Health
; MaxHealthDamaged = 1000
; RecoveryTime = 5000
End
ArmorSet
Conditions = None
Armor = EntArmorMAPGOODIsengard
DamageFX = NormalDamageFX
End
End
CommandPoints = 10
ReplaceModule EnragedBehaviorModuleTag
Behavior = EntEnragedUpdate EnragedBehaviorModuleTag_adamstyle
; EnragedLifeTimer = 999999.0 ; 15 seconds lifetime
HatedObjectFilter = ALL
FriendlyDeadFilter = NONE +RohanEntFir +RohanEntBirch +RohanEntAsh +RohanTreeBerd
EnragedTime = 999999 ; 150000 ;30000
TimeUntilCanRageAgain = 0 ; Dustin sez always enrage if you "should."
EnragedTransitionTime = 3000
;;;;;;;;;EnragedTransitionFX = FX_EntEnragedTransition
;;;;;;;;;EnragedOnBuffFX = FX_EntEnragedBuffOn
;;;;;;;;;EnragedOffBuffFX = FX_EntEnragedBuffOff
End
End
END
;--------------------------------------------------------------------------------------------------
Object LumberMill

RemoveModule ModuleTag_FreeWorker

END

;--------------------------------------------------------------------------------------------------------
CommandSet EntsMootCommandSet
1 = Command_ConstructEntTreeBeard
2 = Command_ConstructEntGeneric
;3 = Command_Sell

;1 = Command_ConstructEntFir
;2 = Command_ConstructEntAsh
;3 = Command_ConstructEntBirch
End
;--------------------------------------------------------------------------------------------------------
Object RockGrey08
VisionRange = 150
end
;--------------------------------------------------------------------------------------------------------
Object RockGrey05
VisionRange = 150
end
;--------------------------------------------------------------------------------------------------------
ChildObject TreasureChest1 SalvageCrate
ReplaceModule ModuleTag_02
Behavior = SalvageCrateCollide ModuleTag_02_Override
ForbiddenKindOf = PROJECTILE
PorterChance = 0% ;
BannerChance = 0% ;
LevelUpChance = 0% ; This is the chance we gain a level
LevelUpRadius = 100 ;
ResourceChance = 100% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance
MinResource = 500 ; If we get money, this is how much we get. Make them different to get a random range.
MaxResource = 1000
AllowAIPickup = No
ExecuteFX = FX_GoldChestPickup ; FXList to play when sucessfully picked up
End
End
ReplaceModule ModuleTag_03
Behavior = DeletionUpdate ModuleTag_03_Override ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = -1
MaxLifetime = -1
End
End
End
;--------------------------------------------------------------------------------------------------------


ChildObject TreasureChest2 SalvageCrate
ReplaceModule ModuleTag_02
Behavior = SalvageCrateCollide ModuleTag_02_Override
ForbiddenKindOf = PROJECTILE
PorterChance = 0% ;
BannerChance = 0% ;
LevelUpChance = 0% ; This is the chance we gain a level
LevelUpRadius = 0 ;
ResourceChance = 100% ; And this is the chance we get money. Level + Money = 100%. Weapon is an idependant FirstChance
MinResource = 500 ; If we get money, this is how much we get. Make them different to get a random range.
MaxResource = 1000
AllowAIPickup = No
ExecuteFX = FX_GoldChestPickup ; FXList to play when sucessfully picked up
End
End
ReplaceModule ModuleTag_03
Behavior = DeletionUpdate ModuleTag_03_Override ; Not LifetimeUpdate, since I can't die. This will DestroyObject me.
MinLifetime = -1
MaxLifetime = -1
End
End
End
;=----------------------=--------------------------------------------------------------------------------------
Weapon RohanTreeBeardRockThrowWarhead
DamageNugget ; A basic Nugget that just does damage
Damage = 800
Radius = 30.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = SMALL_ROCK
DeathType = NORMAL
End
END
;--------------------------------------------------------------------------------------------------------
SpecialPower SpecialAbilitySarumanFireball
ReloadTime = 9000
End
;--------------------------------------------------------------------------------------------------------
Object TimberPile01
Geometry = BOX
GeometryMajorRadius = 0
GeometryMinorRadius = 0
GeometryHeight = 0
GeometryIsSmall = Yes
End
;--------------------------------------------------------------------------------------------------------
Object TimberPile02
Geometry = BOX
GeometryMajorRadius = 0
GeometryMinorRadius = 0
GeometryHeight = 0
GeometryIsSmall = Yes
End
;--------------------------------------------------------------------------------------------------------
Object TimberPile03
Geometry = BOX
GeometryMajorRadius = 0
GeometryMinorRadius = 0
GeometryHeight = 0
GeometryIsSmall = Yes
End
;--------------------------------------------------------------------------------------------------------
Object Beams
Geometry = BOX
GeometryMajorRadius = 0
GeometryMinorRadius = 0
GeometryHeight = 0
GeometryIsSmall = Yes
End
;--------------------------------------------------------------------------------------------------------
NewEvaEvent UnitUnderAttack

Priority = 3
TimeBetweenEventsMS = 30000 ; 30 seconds. Don't play more often than this
ExpirationTimeMS = 1000 ; 1 second. If Eva is busy, hold the event this long before giving up

SideSound
Side = Mordor
Sound = CampOrcUnderAttackPorter
End
SideSound
Side = Isengard
Sound = CampOrcUnderAttackPorter
End
SideSound
Side = Gondor
Sound = NoSound
End
SideSound
Side = Rohan
Sound = NoSound
End
End
;--------------------------------------------------------------------------------------------------------
PredefinedEvaEvent EnemyCampSighted
Priority = 3
TimeBetweenEventsMS = 30000 ; 30 seconds. Don't play more often than this
ExpirationTimeMS = 1000 ; 1 second. If Eva is busy, hold the event this long before giving up

SideSound
Side = Mordor
Sound = CampOrcEnemyCampDiscovered
End

SideSound
Side = Isengard
Sound = CampOrcEnemyCampDiscovered
End

SideSound
Side = Gondor
Sound = NoSound
End

SideSound
Side = Rohan
Sound = NoSound
End
End

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
PredefinedEvaEvent EnemyCampDestroyed

Priority = 3
TimeBetweenEventsMS = 30000 ; 30 seconds. Don't play more often than this
ExpirationTimeMS = 1000 ; 1 second. If Eva is busy, hold the event this long before giving up

SideSound
Side = Mordor
Sound = CampOrcEnemyCampDiscovered
End

SideSound
Side = Isengard
Sound = CampOrcEnemyCampDiscovered
End

SideSound
Side = Gondor
Sound = NoSound
End

SideSound
Side = Rohan
Sound = NoSound
End
End
;--------------------------------------------------------------------------------------------------------
NewEvaEvent GenericEnemyUnitSighted

Priority = 3
TimeBetweenEventsMS = 30000 ; 30 seconds. Don't play more often than this
ExpirationTimeMS = 1000 ; 1 second. If Eva is busy, hold the event this long before giving up

SideSound
Side = Mordor
Sound = CampOrcUnderAttackPorter
End
SideSound
Side = Isengard
Sound = CampOrcUnderAttackPorter
End
SideSound
Side = Gondor
Sound = NoSound
End
SideSound
Side = Rohan
Sound = NoSound
End
End
;--------------------------------------------------------------------------------------------------------
Object CINE_ParticleSysProxy

ReplaceModule ModuleTag_01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01_Override
DefaultModelConditionState
Model = NONE
ParticleSysBone = None SmokeIsengardPit
End

ModelConditionState = WORLD_BUILDER
Model = locator
End
End
End
End
;--------------------------------------------------------------------------------------------------------
Object CINE_ParticleSysProxy2

ReplaceModule ModuleTag_01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01_Override
DefaultModelConditionState
Model = NONE
ParticleSysBone = None SmokeIsengardPitThin
End

ModelConditionState = WORLD_BUILDER
Model = locator
End
End
End
End


;--------------------------------------------------------------------------------------------------------
Object CINE_ParticleSysProxy3

ReplaceModule ModuleTag_01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01_Override
DefaultModelConditionState
Model = NONE
ParticleSysBone = None SmokeIsengardPitupper
End

ModelConditionState = WORLD_BUILDER
Model = locator
End
End
End
End
;--------------------------------------------------------------------------------------------------------

#4 Lauri

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Posted 26 June 2023 - 04:11 PM

I'm not expert on using map.ini, but I believe the issue is that in line 8, you've got this:

ReplaceModule ModuleTag_ActiveBody
Body = ActiveBody ModuleTag_ActiveBodyStuff

I believe the first one's ModuleTag has to be unique (for example, ModuleTag_ActiveBodyStuff).

The the second ModuleTag needs to match the one in the object's original file, which is ModuleTag_ActiveBody.

 

Basically, try swapping those ModuleTags and see if that does it. Do the same if it works, but happens on the other units, as well.


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#5 Piebs

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Posted 29 June 2023 - 07:43 PM

That didn't work.



#6 Lauri

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Posted 09 July 2023 - 02:53 PM

Then I'm afraid I don't know, sorry.


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#7 Piebs

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Posted 10 July 2023 - 05:02 PM

Thanks anyways :)






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