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Rampage10.0
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Well, I thought I had Close Quarters finished the first time I made it, but then I got this error:

Crash in application version: grpcrc1.35


data\lib\units\ai\soldier\smovelogics.dsf(-1): cant find member: search in type <void>


SCRIPT STACK


	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\setups\setup.dsf(0)

	data\levels\custom_levels\close quarters\close quarters.dsf(38)

After I got it, I deleted all AI off of my map, deleted all areas, and did everything over (with same group names, area names, etc). I got it again. This time, I deleted the map and ALL files of it, and started over from scratch. I finished the terrain, AI graph, and AI placement, etc...So I tested it. It crashed with the error again.

Please help me, I have no idea why it keeps giving me this error.

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Well, I thought I had Close Quarters finished the first time I made it, but then I got this error:

Crash in application version: grpcrc1.35


data\lib\units\ai\soldier\smovelogics.dsf(-1): cant find member: search in type <void>


SCRIPT STACK


	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\managers\aihivebrain.dsf(0)

	data\lib\setups\setup.dsf(0)

	data\levels\custom_levels\close quarters\close quarters.dsf(38)

After I got it, I deleted all AI off of my map, deleted all areas, and did everything over (with same group names, area names, etc). I got it again. This time, I deleted the map and ALL files of it, and started over from scratch. I finished the terrain, AI graph, and AI placement, etc...So I tested it. It crashed with the error again.

Please help me, I have no idea why it keeps giving me this error.

=========================================================================

Check ur AI graph the my be holes in it or it could be in scripting, you may have placed guys there and didnt scripted them in to spawn.....

Ministry-ASN

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Errors? Oh, I have experience with errors! I could write a book on them, but I would probably get an error.

First of all, do you have an AI graph in place?

Next, is the map large? If so, you may need to make a vehicle AI graph even if none exist.

Thirdly, are the AI graphs contiguous? Make sure the AI graphs are connected throughout. There can only be one AI graph for each AI and vehicles. Anything by itself either will throw off the AI/vehicle or crash the game.

I had an error that really kept coming up. I then took the last world file in the editor, copied it to back it up, then went in and took out everything between

<ai_graph name="main"></ai_graph>

and

<ai_graph name="vehicle"></ai_graph>

Then I did a draft render. When I did this to only the <ai_graph name="vehicle"></ai_graph> I discovered that the error was from certain static models (in this case train tracks) that, though the AI graph for the vehicle looked as though it was going to work, actually caused the map to crash. Try keeping the <ai_graph name="main"></ai_graph> but take out everything in <ai_graph name="vehicle"></ai_graph>. See what that does.

Fourth, try the dreaded process of elimination. Here is what I usually do. All of this is very tedious.

Verify that the area names are correct.

Because I use Dreamweaver (DW) as my xml editor I can open both the world file and mission file into the editor. I do a search using the mission script as my base.

For example:

<area_group name="AnArea" area_name="AnArea" group="mp_players" interval="0.3" condition="1"/>

I would highlight the name “AnArea†then tell DW to search both documents for that name. In the results area I can see if there are instances of it in each file. If it doesn’t appear in your world.xml file, then you misspelled it in your mission file.

Process of elemination

Eleminate the <user> and <event> tags leaving only the <area> tags, but making sure you keep the <event name="start_game"></event> with nothing in it. If the map crashes you know that either you have misspelled something, forgot to add an area to the mission file, or have an area in the mission file that does not exist in the world file.

If it didn’t crash put back in, or edit, the <user> tags. You will also have to create some <event> tags under the <event name="start_game">, but you can leave them without anything in them.

<event name="AnArea"></event>

Now run the map again. If it doesn’t crash you are good to go to the next step of adding the elements. If it crashes you need to verify that you have not misspelled anything, and that the tags are formatted properly.

Before you write any extra <users> or <events> that are not used by areas, test the map with your elements. If you get a crash you now have only the <element> tags to look at.

If you did not crash you can go on with your custom (none area related) <user> tags. If you crash when you test you now have only that area to look at.

If you have already coded the mission file, you could comment out the items in the file and between tags to go through the process of elimination, but making a copy and clearing it, then adding stuff back in would be much easier.

I know, it’s a lot to have to do, but it works for me, and each time I have to do anything like it, I try to look for even faster ways of doing things. I have a lot of tricks, but they are a bit tough to explain in writing, and you have to have an editor like DW in order to do search & replace. And I would suggest that if you use DW that you change the amount of undos in the preferences to 50 or more.

Everything here may not apply to your problem at all, but these are some ways I track things down. The process of elimination is what I have to do most of the time. And I get better as I go on and need only to do it from time to time.

Good luck.

Rav :zorro:

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Thanks for the tips guys :D...I will find this problem and fix it ! this map is awesome other than when I enter the area when it crashes (always same area, so Im going through this area....Here is the code of the mission (only the important parts of it, not all):


<area_group name="t1" area_name="t1" group="mp_players" interval="0.3" condition="1"/>

		<area_group name="t2" area_name="t2" group="mp_players" interval="0.3" condition="1"/>

		<area_group name="t3" area_name="t3" group="mp_players" interval="0.3" condition="1"/>

		<area_group name="t4" area_name="t4" group="mp_players" interval="0.3" condition="1"/>

		<area_group name="t5" area_name="t5" group="mp_players" interval="0.3" condition="1"/>


		<user name="t1" type="once">

			<trigger type="UnitInArea" area="t1"/>

			<event name="t1"/>

		</user>


		<user name="t1" type="once">

			<trigger type="UnitInArea" area="t1"/>

			<event name="t1"/>

		</user>


		<user name="t2" type="once">

			<trigger type="UnitInArea" area="t2"/>

			<event name="t2"/>

		</user>


		<user name="t3" type="once">

			<trigger type="UnitInArea" area="t3"/>

			<event name="t3"/>

		</user>


		<user name="t4" type="once">

			<trigger type="UnitInArea" area="t4"/>

			<event name="t4"/>

		</user>


		<user name="t5" type="once">

			<trigger type="UnitInArea" area="t5"/>

			<event name="t5"/>

		</user>


		<event name="start_game">


		<element type="ActivateGroup" group_id="t1" start_time="0.1"/>

		<element type="UnitInArea" area="t2" state="activate" start_time="0.2"/>

		<element type="UnitInArea" area="t3" state="activate" start_time="0.3"/>

		<element type="UnitInArea" area="t4" state="activate" start_time="0.2"/>

		<element type="UnitInArea" area="t5" state="activate" start_time="0.3"/>


<!-- Machine Gun Nests -->

		<element type="ActivateGroup" group_id="mgnest1" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest2" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest3" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest4" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest5" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest6" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest7" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest8" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest9" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest10" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest11" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest12" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest13" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest14" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest15" start_time="1"/>

		<element type="ActivateGroup" group_id="mgnest16" start_time="1"/>


<!-- Grenade Launcher Nests -->

		<element type="ActivateGroup" group_id="mknest1" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest2" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest3" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest4" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest5" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest6" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest7" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest8" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest9" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest10" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest11" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest12" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest13" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest14" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest15" start_time="1"/>

		<element type="ActivateGroup" group_id="mknest16" start_time="1"/>


		</event>


		<event name="t1">

			<element type="ActivateGroup" group_id="t1" start_time="0.1"/>

			<element type="UnitInArea" area="t1" state="deactivate"/>

		</event>


		<event name="t2">

			<element type="ActivateGroup" group_id="t2" start_time="0.1"/>

			<element type="UnitInArea" area="t2" state="deactivate"/>

		</event>


		<event name="t3">

			<element type="ActivateGroup" group_id="t3" start_time="0.1"/>

			<element type="UnitInArea" area="t3" state="deactivate"/>

		</event>


		<event name="t4">

			<element type="ActivateGroup" group_id="t4" start_time="0.1"/>

			<element type="UnitInArea" area="t4" state="deactivate"/>

		</event>


		<event name="t5">

			<element type="ActivateGroup" group_id="t5" start_time="0.1"/>

			<element type="UnitInArea" area="t5" state="deactivate"/>

		</event>

If you see any problems with that code, just reply.

Oh, and the area that crashes when you enter it is t3

Thanks !

Edited by Rampage10.0
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Right now the biggest problem I see is that you have too much going on at the start of the game.

You should not have any more AI activated than you really need. Activate the others as you get closer. Too many AI and things are going to slow down big time. So if you start with the 32 I see under start_game, then add more, you are bound for trouble.

Rav :zorro:

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