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Ouchy What Is This Error?:|


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#1 Black_Serenade

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Posted 08 January 2008 - 11:10 PM

Ok friend of my has made this like mini mod for him self that he is still making and well after a hero has been bought from the fortress the game minimized and then displayed a message on screen that included this message....
================================================================================
EXCEPTION_ACCESS_VIOLATION:
The thread tried to read from or write to a virtual
address for which it does not have the appropriate access.
Access address 0x00000004 was read from.

Exception occured at
0068860b game.dat+0x28860b, PooledString::operator=+0x9bb5.

Version: 1.06.2429.30210 internal 59304E6A-868F-4bb8-B389-30AA83ACADE8 release build 2006-09-25 16:06:41

EAX:0x00000000 EBX:0x00000000 ECX:0x00000000
EDX:0x00000000 ESI:0x06933b58 EDI:0x06933b68
EIP:0x0068860b ESP:0x0012e460 EBP:0x0012e484
Flags:%00000000001000010000001001000110
CS:0x001b DS:0x0023 SS:0x0023
ES:0x0023 FS:0x003b GS:0x0000

CW:%0000000001111111
SW:%0000000000100000
TW:%1111111111111111
ErrOfs:	  0x00668b69 ErrSel:  0x03bf001b
DataOfs:	 0x06747b08 DataSel: 0xffff0023
Cr0NpxState: 0x00000000
ST(0) 683d40daac010000ffff -1.#IND00
ST(1) 0000000000000000ffff -1.#IND00
ST(2) 0000000000000000ffff -1.#IND00
ST(3) 00000000002aafc20740 389.368469
ST(4) 000000000023b1860a40 2155.071045
ST(5) 00000000006666860140 4.200000
ST(6) 0000000000000080ff3f 1.000000
ST(7) 00000000000000820540 65.000000

13 addresses:
(unknown)(0): game.dat+2655755 PooledString::operator=+39861
(unknown)(0): game.dat+2415744 GameClientRandomVariable::setRange+105113
(unknown)(0): game.dat+2451374 GameClientRandomVariable::setRange+140743
(unknown)(0): game.dat+2726203 PooledString::operator=+110309
(unknown)(0): game.dat+2345758 GameClientRandomVariable::setRange+35127
(unknown)(0): game.dat+2951840 PooledString::operator=+335946
(unknown)(0): game.dat+3665909 FXParticleSystem::CategoryModuleInfo<3>::CategoryModuleInfo<3>+153545
(unknown)(0): game.dat+4844815 FXParticleSystem::DefaultColorModuleInfo::~DefaultColorModuleInfo+14483
(unknown)(0): game.dat+2382608 GameClientRandomVariable::setRange+71977
(unknown)(0): game.dat+2253860 FXParticleSystem::DefaultModuleKey<0>::operator=+168342
(0): (unknown mod) (unknown)
(unknown)(0): game.dat+5812286 FXParticleSystem::CategoryModuleClass<3>::getKey+44620
(0): (unknown mod) (unknown)

Bytes around EIP:
006885eb c3 8a 81 02 01 00 00 c3 8a 81 01 01 00 00 c3 e9 ʁ....ʁ....Ãé
006885fb 47 2c 11 00 e9 8b 2c 11 00 e9 46 2c 11 00 8b c1 G,..é‹,..éF,..‹Á
0068860b 8b 50 04 85 d2 74 0e 8b 4a 04 85 c9 74 05 e9 c1 ‹P.…Òt.‹J.…Ét.éÁ
0068861b af f5 ff 8b c2 c3 56 e8 e2 ff ff ff 8b 4c 24 08 ¯õÿ‹ÂÃVèâÿÿÿ‹L$.
0068862b 8b f0 e8 d7 ff ff ff 85 f6 74 13 85 c0 74 0f 8b ‹ðè×ÿÿÿ…öt.…Àt.‹
=±


So then i run the mod again thinking it was a fluke blah blah this time instead of minimizing and displaying and stopping me from maximizing the game again it jsut crashes..... any help at all thanks :scars:
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#2 Downfall

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Posted 09 January 2008 - 02:20 AM

Most likely a game.dat error
"Human beings make strange fauna and flora. From a distance they appear negligible; up close they are apt to appear ugly and malicious."
Henry Miller, Tropic of Cancer


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#3 Black_Serenade

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Posted 09 January 2008 - 06:07 PM

Reinstall maybe?
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#4 Downfall

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Posted 09 January 2008 - 06:24 PM

Not really necessary at the moment. The idea is to pin point where the error is coming from and try to fix that first.
Is there any other thing that he's added besides the Hero?
Does the game run smoothly without the hero being built?
Does it crash only when the Hero is built? (I'm aware this question is practly the same as the previous one)

Edited by Downfall, 09 January 2008 - 06:27 PM.

"Human beings make strange fauna and flora. From a distance they appear negligible; up close they are apt to appear ugly and malicious."
Henry Miller, Tropic of Cancer


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#5 Black_Serenade

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Posted 09 January 2008 - 06:27 PM

"Is there any other thing that he's added besides the Hero?"

Yes and all worked before he was added.... so far it is only code no new models etc.

"Does the game run smoothly without the hero being built?"

Aye it does.

"Does it crash only when the Hero is built? (I'm aware this question is practly the same as the previous one) "

Hmmmm, Yes it does.
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#6 Sûlherokhh

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Posted 09 January 2008 - 08:22 PM

Go on. Post the code of the Hero in question (using 'codebox').

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#7 Suffokater

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Posted 10 January 2008 - 07:28 PM

[codebox]Object Wilson
SelectPortrait = UPElven_MirkwoodArcher
ButtonImage = Wilson

Draw = W3DHordeModelDraw ModuleTag_01

OkToChangeModelColor = Yes


StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD

; specify options for static LODs
LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End

LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End

LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End

ParticlesAttachedToAnimatedBones = yes


DefaultModelConditionState
Model = EUMirkArch_SKN
Skeleton = GUArcher_SKL
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK; when upgraded to flaming arrow
WeaponLaunchBone = TERTIARY ARROW
ParticleSysBone = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
End

ModelConditionState = INVISIBLE_STEALTH
ParticleSysBone = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100
End



IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = GUArcher_IDLA
AnimationPriority = 6
AnimationSpeedFactorRange = 0.7 1.3
End
;*** Repeat IDLA because animation priorities will not choose same animation twice so it can alternate between first two mostly.
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Eu
EditorSorting = UNIT
ThreatLevel = 1.0
CommandPoints = 8

CommandSet = WilsonCommandSet

TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
WeaponSet
Conditions = None
Weapon = PRIMARY EUM6
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY MirkwoodArcherSilverthornBow
Weapon = TERTIARY MirkwoodArcherSilverthornBowBombard
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End

WeaponSet
Conditions = CLOSE_RANGE CONTESTING_BUILDING
Weapon = PRIMARY RohanArcherBowMelee
Weapon = TERTIARY MirkwoodArcherBowBombard
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End

ArmorSet
Conditions = None
Armor = MirkwoodArcherArmor
DamageFX = NormalDamageFX
End

ArmorSet
Conditions = PLAYER_UPGRADE
Armor = MirkwoodArcherHeavyArmor
DamageFX = NormalDamageFX
End

BountyValue = ELVEN_MIRKWOOD_ARCHER_BOUNTY_VALUE

VisionRange = ELVEN_MIRKWOOD_ARCHER_VISION_RANGE
VisionSide = 35%
VisionRear = 25%
VisionBonusPercentPerFoot = 5.0%
ShroudClearingRange = SHROUD_CLEAR_STANDARD

DisplayName = OBJECT:ElvenMirkwoodArcher
CrushableLevel = 0;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrushRevengeWeapon = RangedInfantryCrushRevenge
HeroSortOrder = 40

; *** AUDIO Parameters ***;


MinZIncreaseForVoiceMoveToHigherGround = 45

SoundImpact = ImpactHorse

CrowdResponseKey = Elf

UnitSpecificSounds
VoiceEnterStateInitiateCaptureBuilding = ElfMirkwoodArcherVoiceEnterStateCaptureBuilding
VoiceEnterUnitElvenTransportShip = ElfMirkwoodArcherVoiceMoveShip
VoiceGarrison = ElfMirkwoodArcherVoiceMoveGarrison
VoiceInitiateCaptureBuilding = ElfMirkwoodArcherVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding
VoiceMoveToTrees = ElfMirkwoodArcherVoiceMoveForest
VoiceEnterStateMoveToTrees = ElfMirkwoodArcherVoiceEnterStateMoveForest
End

#include "..\..\..\includes\StandardUnitEvaEvents.inc"

ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
ModelCondition = Required:EMOTION_CELEBRATING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxCheerSinglesLoop;MOVING ATTACKING
ModelCondition = Required:EMOTION_TAUNTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop;MOVING ATTACKING
;ModelCondition = Required:EMOTION_POINTING Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
ModelCondition = Required:RAISING_FLAG Excluded:DYING ENGAGED Sound:EmotionElfCompilationVoxTauntSinglesLoop
End

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIEB Frames:19
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_DIED Frames:53
AnimationSound = Sound:BodyFallGeneric1 Animation:GUArcher_SKL.GUArcher_LNDA Frames:1
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUArcher_SKL.GUArcher_LNDA Frames:14
End

Behavior = LargeGroupAudioUpdate ModuleTag_LGAU; Tie into LargeGroupAudio system
Key = Humanoid_Male Elf Elf_Male Unit Infantry Elf_MirkwoodArcher;Human
End

; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE THROWN_OBJECT ARCHER GRAB_AND_DROP ATTACK_NEEDS_LINE_OF_SIGHT;GRAB_AND_KILL
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_LONG

Body = ActiveBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ELVEN_MIRKWOOD_ARCHER_HEALTH ;BALANCE Archer Health
MaxHealthDamaged = ELVEN_MIRKWOOD_ARCHER_HEALTH_DAMAGED
;RecoveryTime = ELVEN_MIRKWOOD_ARCHER_HEALTH_RECOVERY_TIME
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
DodgePercent = 50%
End

Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTagMirkwoodArcher
TriggeredBy = Upgrade_ElvenSilverthornArrows
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = RohanArcherFunctions
AttackPriority = AttackPriority_Archer
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End

Behavior = ArmorUpgrade ModuleTag_ArmorUpgrade
TriggeredBy = Upgrade_RohanHeavyArmorForElves
ArmorSetFlag = PLAYER_UPGRADE
End

LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = BURNINGDEATH_WANDERSPEED_INFANTRY
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = AimWeaponBehavior AimWeaponModuleTag
AimLowThreshold = -0.15
AimHighThreshold = 0.15
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.600; in Dist/Sec
DestructionDelay = 12000
Sound = INITIAL ElfGenericVoiceDie
End

Behavior = SquishCollide ModuleTag_06
;nothing
End

; RohanArcher
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End

Behavior = BezierProjectileBehavior ModuleTag_07; Module starts asleep, and wakes up when thrown.
FirstHeight = 24; Height of Bezier control points above highest intervening terrain
SecondHeight = 24
FirstPercentIndent = 30%; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1; When I hit the ground, I'll arc again
BounceDistance = 40; this far
BounceFirstHeight = 24; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 24
BounceFirstPercentIndent = 20%; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%

GroundHitFX = FX_ThrownRockGroundHit
GroundBounceFX = FX_ThrownRockBounceHit
End


//Timed demo START
Behavior = SpecialPowerModule ModuleTag_TimePlacer
SpecialPowerTemplate = SpecialAbilityWilsonTimed
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = TomBombadilVoiceAttack;GandalfVoiceAttackWizardBlast //this plays when he targets, not when he fires
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WilsonTimedWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWilsonTimed
WhichSpecialWeapon = 2 // Sets SPECIAL_WEAPON_TWO
SkipContinue = Yes

UnpackTime = 900
PreparationTime = 1
PersistentPrepTime = 1500
PackTime = 1100

AwardXPForTriggering = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = WilsonTimedDemoWeapon
End

//timed demo end

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

; Behavior = DualWeaponBehavior ModuleTag_09
; SwitchWeaponOnCloseRangeDistance = 40
; End

Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 1993; level 1 (light damage) hit reaction animations in ms
HitReactionLifeTimer2 = 1993; level 2 (medium damage) hit reaction animations in ms
HitReactionLifeTimer3 = 1993; level 3 (heavy damage) hit reaction animations in ms

HitReactionThreshold1 = 5.0; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0; level 3 (heavy damage) threshold trigger

FastHitsResetReaction = Yes ;If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets)
End

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
ShadowSizeX = 19;
ShadowSizeY = 19;
ShadowTexture = ShadowI;
End

;------------------------------------------------------------------------------[/codebox]


basicly stolen from mirkwood archer

animations and sounds where deleted to shorten the post as they havnt been changed

Edited by Suffokater, 10 January 2008 - 09:48 PM.


#8 Sûlherokhh

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Posted 10 January 2008 - 09:20 PM

Okay. I was about to tell you that you were missing two 'end' lines at the end of the animations. But they are probably there, if you deleted a big bunch.

1. Make sure 'SpecialAbilityWilsonTimed' is defined in 'specialpower.ini'

2. Add 'HERO' to the list of 'KindOf'

3. Replace the line 'Body = ActiveBody ModuleTag_02' with 'Body = RespawnBody ModuleTag_02'

4. Add the module:

Behavior = RespawnUpdate ModuleTag_RespawnUpdate  DeathFX = FX_ArwenDieToRespawn ;FXList to play when killed-to-respawn  DeathAnim = DYING ;Model condition to play when killed-to-respawn  DeathAnimationTime = 6500 ;How long DeathAnim will take.  InitialSpawnFX = FX_ArwenInitialSpawn  RespawnAnim = LEVELED ;Animation to play when respawning.  RespawnFX = FX_ArwenRespawn ;FXList to play when respawning.  RespawnAnimationTime = 2000 ;Time it takes for respawn to play.  AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.  ButtonImage = HIArwen_res		  ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others  ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any  RespawnRules = AutoSpawn:No Cost:1500 Time:60 Health:100% ;DEFAULT VALUES End

This was copied from Arwen, so you might wanna change some values.
Refer to one of the 'How to make/add BLAHBLAH into buildable hero'- articles/tutorials on the main page. This stuff should be in there as well. :unsure:

Edit:

1. Oh, and please edit your post. Change the terms 'code' and '/code' into 'codebox' and '/codebox', so the long ini-code will appear in a small box, just like mine, with scrollbars.

2. Next time, better post the WHOLE of the code. Don't delete anything, since you might just delete the faulty section. You probably wouldn't know what can cause the crash, so don't ommit any possibly helpful entry. The more of your code you post, the easier it is to locate the problem. :p

3. While you are at it, post the commandset, new commandbuttons (if any) and most importantly the specialpower entry from 'specialpowers.ini'. Mistakes can lurk everywhere you change code.

Edited by Sûlherokhh, 10 January 2008 - 09:27 PM.

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#9 Suffokater

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Posted 10 January 2008 - 09:45 PM

[codebox]
CommandButton Command_SpecialAbilityTimedDemo
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityWilsonTimed
Options = NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ; CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:WilsonTimed
ButtonImage = HSTomBombadilSonicSong
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipSonicSong
CursorName = Bombard
InvalidCursorName = GenericInvalid
AutoAbility = Yes
PresetRange = 80.0
; UnitSpecificSound =
InPalantir = Yes
End
[/codebox]
[codebox]
CommandSet WilsonCommandSet
1 = Command_ToggleStance
2 = Command_SpecialAbilityTimedDemo
13 = Command_AttackMove
14 = Command_Stop
End
[/codebox]
[codebox]
SpecialPower SpecialAbilityWilsonTimed
Enum = SPECIAL_SPELL_BOOK_ENT_ALLIES
ReloadTime = 10 ; in milliseconds
InitiateAtLocationSound = SpellEntsSummon
RadiusCursorRadius = 5
Flags = NO_FORBIDDEN_OBJECTS RESPECT_RECHARGE_TIME_DISCOUNT
ForbiddenObjectFilter = NO_SUMMON_NEAR_OBJECT_FILTER
ForbiddenObjectRange = 5
End
[/codebox]
[codebox]
Weapon WilsonTimedDemoWeapon ; BALANCE Mine Weapon
AttackRange = 15.0
MeleeWeapon = Yes; Melee should work now, and you get Bomb too. 10/30/2004; so the demo team will seek the melee contact point "Bomb"
DelayBetweenShots = 3000 ; time between shots, msec
PreAttackDelay = 1466 ; 433 is natural time of the stabbing animation.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 733 ; min 600 for anim
AcceptableAimDelta = 15 ; Give it a little leeway

SpawnAndFadeNugget
ObjectTargetFilter = ANY +STRUCTURE +INFANTRY +CAVALRY +MONSTER -ROCK_VENDOR; Used to have no check at all, so just do a basic "game unit" check to keep out rocks and such
SpawnedObjectName = IsengardDeployedExplosiveMine
SpawnOffset = X:8 Y:1 Z:0
End
End
[/codebox]


that all you need?

and thanks :unsure:

Edited by Suffokater, 10 January 2008 - 10:47 PM.


#10 Sûlherokhh

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Posted 10 January 2008 - 11:05 PM

Basically. If it still crashes, post the complete hero ini file for us. You should look at how the MineUruks implement the placement. They don't use a specialpower for the placement (and the button), just a 'Command = FIRE_WEAPON' i think.

One other thing. The 'SpawnAndFadeNugget' makes the unit DISAPPEAR (die) after placing the mine, so you might not want to use it. Better use an OCL power (check how Elrond 'summons' the tornado via OCL [ObjectCreationList]). You will need to get a handle on that kind of mechanic too. Check out 'ObjectCreationList.ini' for the triggered list, and the spawned object should be in Elrond's ini as well (which will just quickly fade and, using a DeathOCL, trigger a second OCL). You'll get the hang of it if you follow the logic. :unsure:
So, OCL is not simpler, but once you know how it works, it's easy to use without any complications or crashes. Also OCL's can be combined with AI-use, while the 'SpawnAndFadeNugget' will always crash with the new BfMe2-AI, unless you go to the trouble of making AI-scripts in WB from scratch.

(Aye Solinx, i got another AI-game.dat error i forgot to mention on the Site, lol!)

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#11 Suffokater

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Posted 10 January 2008 - 11:31 PM

it doesnt crash thanks alot :unsure:

#12 Sûlherokhh

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Posted 11 January 2008 - 12:14 AM

So, what did you change?

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#13 Suffokater

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Posted 11 January 2008 - 12:23 AM

i think it was either 3 or 4 :p

#14 Sûlherokhh

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Posted 11 January 2008 - 01:26 AM

wtf??? :p

My question was 'what did you change?', not 'what stopped the crash?'.
Did you do all 4 things or what? :umad:

Advice: Don't do everything at once. One step, then test, then another step, then test. This way you can pinpoint the source of crashes much better and next time you will know exactly what you can do and what you can't.
In the case of 3 and 4, both belong together though...

If you wonder why i even ask, there are two reasons:
1. I want to know if my advice is helpful, and if so, what did the trick.
2. Others who read this can learn from it, if they are just smart enough to use the search function for the forum

Btw., that search function is pretty useful and even helps me sometimes still. Be sure to check it out and go look for solutions to your problems in past threads. It's also pretty neat in finding solutions to problems that haven't even occurred yet or to find some modding ideas when you just browse through all the amassed cool stuff floating around here. :p

Let us know if you have any trouble implementing the OCL thing, if you ever try it out. Of course, examples of modding those are also in numerous threads around here...

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#15 Suffokater

Suffokater
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Posted 11 January 2008 - 03:58 PM

Your advice was really awsome, I just did what you said and it worked

got a little problem with getting hero abilitys to work lol but I'm just about to search the forum for an answer, doubt I'm the first person with this problem



thanks for the help




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