![]() |
![]() |
|
Go
![]() |
New
![]() |
Find
![]() |
Notify
![]() |
Tools
![]() |
Reply
![]() |
|
| <Guest>
|
Gav,
What is it that I am doing wrong?! I've created a new map (template). Made insertion zone etc and tested it. Worked fine. Iv'e started adding some things like enemy actors and vehicles. Now it seems to crash...what is it that makes it do this? Could it be there are too many actors? Too many vehicles? Does it crash when paths are not set correctly? If you have any idea, pls let me know so I can correct it asap. Thx, PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s: http://www.villagephotos.com/pubbrowse.asp?selected=384029 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
||
|
| <Guest>
|
make sure all the file names u r using are actual files and mess like that, also check ur ike logs
Jake |
||
|
| <Guest>
|
I did everything accordingly the instructions, so it should be ok. I did make a spawnpoint, but that didn't cause it to crash in one of my earlier tests.
I've read somewhere that the path you set for a vehicle must be near perfect, as they do not always walk/ drive the way you want (like you already stated too). I want to get a few truck from the embassy compound (Embassy termplate and have them drive trough one of the gates and proceed to the bank....Could a faulty path cause a crash? Or does it just cause the path not to be executed? I tried another map before and same thing....Made an insertion zone and dropped in some enemies...that works...untill I drop in some vehicles and a path for a team and then it won't work anymore?!?! Does a map start up without ANY scripting? Even without the Startup commands and all? Reg, PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s: http://www.villagephotos.com/pubbrowse.asp?selected=384029 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
||
|
| <Guest>
|
About using a mission template:
delete all Comapnies, trigger-plans, stations you not going to use, and delete the script. Now you'll have the map with sounds and zones. But it's tottaly empty: no actors no script, nothing will happen. You can move the ins/extr zone if you need them, else delete them too. Now you'll need Set 'Ghosts' to (player controlled platoon) in startup block, if you want to use the ins.zone, and want triggers to work on the 'Ghosts' (player). ![]() San's Place l SANSITE |
||
|
| <Guest>
|
Is it the vehicles or the team plans that cause the crash ?
Try to do one step at a time (adding vehicles, creating plans) to see what causes the crash (maybe both !). How does the plan look like ? ![]() San's Place l SANSITE |
||
|
| <Guest>
|
Dunno San,...
I am making some changes and keep testing it. I go over and over, but nothing seems to cause the problem!? PME a.k.a. SPIK@ "Are you feeling lucky today,..punk?!" SPIK@'s: http://www.villagephotos.com/pubbrowse.asp?selected=384029 Alliance: http://www.villagephotos.com/pubgallery.asp?id_=319119 |
||
|
| <Guest>
|
Questions, questions!
Okay. Vehicle paths do need to be set carefully. This is because, unlike actors, vehicles will not move around any obstacles in their way. So, if there's a tree next to a road for example, and your path is too close (remember that the vehicle is quite a bit wider than the lines of the path you set, so you won't have the clearance you thought you had), a truck would drive along, and then stop right in front of the tree. It wouldn't steer around the tree and then continue on its way. When this type of problem happens (the only real way to stop it is to carefully set the path, and then check the vehicle follows it in-game), the vehicle stops, and the path isn't completed. Which, incidentally, means that anything else in the plan after the path won't be executed. It will not cause a crash however - I have had this many times, and never had a crash from it. With reference to yor embassy map, the problems you may have would be the trucks hitting the gates and stopping, or maybe lamp-posts or something like that. Set the path down the centre of the road and you should be fine. Even if not, it won't crash the system because of that. As San said, try giving the enemies a plan and testing that, and then adding the vehicles. This will tell you whether you're having trouble with the plans or the vehicles. A map will indeed start without any scripting at all. There is no need to have any startup commands. All that does is initialise things that you're going to use in later scripting. Even with no script blocks at all, you'll be able to run around the map, kill enemies that are there etc. What you won't be able to do is end the mission (apart from selecting "End Mission" or "Quit" after pressing Esc. To end the mission, complete objectives etc, scripting is needed. But a "mission" can be run without any objectives or end triggers. Hope the above helps... |
||
|
| Previous Topic | Next Topic | powered by eve community |
| Please Wait. Your request is being processed... |
|

