GRIM-GENERAL Posted January 25, 2007 Share Posted January 25, 2007 Crash in application version: grpcrc1.35 data\lib\units\ai\soldier\sorderlogics.dsf(-1): cant find member: find_close in type <void> SCRIPT STACK data\lib\units\ai\soldier\sorderlogics.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\managers\aihivebrain.dsf(0) data\lib\setups\setup.dsf(0) data\levels\custom_levels\mylevelogr\mylevelogr.dsf(38) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The script reads as follows <script_data> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <area_group name="area01" area_name="area01" group="mp_players" interval="0.3" condition="1"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area03" area_name="area03" group="mp_players" interval="0.3" condition="1"/> <area_group name="area04" area_name="area04" group="mp_players" interval="0.3" condition="1"/> <area_group name="area05" area_name="area05" group="mp_players" interval="0.3" condition="1"/> <user name="area01" type="once"> <trigger type="UnitInArea" area="area01"/> <event name="area01"/> </user> <user name="area02" type="once"> <trigger type="UnitInArea" area="area02"/> <event name="area02"/> </user> <user name="area03" type="once"> <trigger type="UnitInArea" area="area03"/> <event name="area03"/> </user> <user name="area04" type="once"> <trigger type="UnitInArea" area="area04"/> <event name="area04"/> </user> <user name="area05" type="once"> <trigger type="UnitInArea" area="area05"/> <event name="area05"/> </user> <event name="start_game"> <element type="ActivateGroup" group_id="group01" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> <event name="area01"> <element type="TriggerEvent" event="activate_area01" start_time="0.1"/> </event> <event name="area02"> <element type="TriggerEvent" event="activate_area02" start_time="0.1"/> </event> <event name="area03"> <element type="TriggerEvent" event="activate_area03" start_time="0.1"/> </event> <event name="area04"> <element type="TriggerEvent" event="activate_area04" start_time="0.1"/> </event> <event name="area05"> <element type="TriggerEvent" event="activate_area05" start_time="0.1"/> </event> <event name="activate_area01"> <element type="ActivateGroup" group_id="group01" start_time="0.0"/> <element type="UnitInArea" area="area01" state="deactivate"/> </event> <event name="activate_area02"> <element type="ActivateGroup" group_id="group02" start_time="0.0"/> <element type="UnitInArea" area="area02" state="deactivate"/> </event> <event name="activate_area03"> <element type="ActivateGroup" group_id="group03" start_time="0.0"/> <element type="UnitInArea" area="area03" state="deactivate"/> </event> <event name="activate_area04"> <element type="ActivateGroup" group_id="group04" start_time="0.0"/> <element type="UnitInArea" area="area04" state="deactivate"/> </event> <event name="activate_area05"> <element type="ActivateGroup" group_id="group05" start_time="0.0"/> <element type="UnitInArea" area="area05" state="deactivate"/> </event> <player name="player1" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player1"/> </player> <player name="player2" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player2"/> </player> <player name="player3" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player3"/> </player> <player name="player4" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player4"/> </player> <gametype_info name="enemies_to_kill" value="80"/> <spawn_manager> <!--<xi:include href="/data/levels/merge_xml/common_spawn.xml#xpointer(/to_include/spawn/*)"/> --> </spawn_manager> </script_data> So what could be the cause of this crashing problem? Quote Link to comment Share on other sites More sharing options...
Nutlink Posted January 25, 2007 Share Posted January 25, 2007 Try differing the name of the event, trigger, and area I think. I'm not sure, but I think that causes a crash. Quote Link to comment Share on other sites More sharing options...
Tom_Anger Posted January 25, 2007 Share Posted January 25, 2007 I had something like this which turned out to be an AI Graph issue. If you remove all of your Area triggers and render do you get the same thing? If so then remove all your AI humans and see if the problem goes away, then start adding the Humans group by group each time running full tests over them. Try to see if the AI Graph is the culprit 1st by removing the script code. Then add 1 area at a time in the script to see if it is a specific group. It sucks, but what I find myself doing is adding 1 group, render, test fully, then add another group, and so on. Takes time to map this way, but better than trying to find a needle in a haystack sometimes. Quote Link to comment Share on other sites More sharing options...
Ministry Posted January 25, 2007 Share Posted January 25, 2007 <event name="start_game"> <element type="ActivateGroup" group_id="group01" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> the bold line my be your problem, try: <element type="UnitInArea" area="area01" state="activate" start_time="10"/> how that works.... Ministry-ASN Quote Link to comment Share on other sites More sharing options...
Nutlink Posted January 26, 2007 Share Posted January 26, 2007 I'm not so sure Ministry, because the ActivateGroup command is used for spawning enemies. The UnitinArea would be for stepping into an area that's used to activate something. However, adding the line you mentioned: <element type="UnitInArea" area="area01" state="activate" start_time="10"/> might work too. Otherwise he's skipping from start to area02. This would mean that the previous lines for area01 are not needed at all and may also be causing the crash. <script_data> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area03" area_name="area03" group="mp_players" interval="0.3" condition="1"/> <area_group name="area04" area_name="area04" group="mp_players" interval="0.3" condition="1"/> <area_group name="area05" area_name="area05" group="mp_players" interval="0.3" condition="1"/> <user name="area02" type="once"> <trigger type="UnitInArea" area="area02"/> <event name="area02"/> </user> <user name="area03" type="once"> <trigger type="UnitInArea" area="area03"/> <event name="area03"/> </user> <user name="area04" type="once"> <trigger type="UnitInArea" area="area04"/> <event name="area04"/> </user> <user name="area05" type="once"> <trigger type="UnitInArea" area="area05"/> <event name="area05"/> </user> <event name="start_game"> <element type="ActivateGroup" group_id="group01" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> <event name="area02"> <element type="TriggerEvent" event="activate_area02" start_time="0.1"/> </event> <event name="area03"> <element type="TriggerEvent" event="activate_area03" start_time="0.1"/> </event> <event name="area04"> <element type="TriggerEvent" event="activate_area04" start_time="0.1"/> </event> <event name="area05"> <element type="TriggerEvent" event="activate_area05" start_time="0.1"/> </event> <event name="activate_area01"> <element type="ActivateGroup" group_id="group01" start_time="0.0"/> <element type="UnitInArea" area="area01" state="deactivate"/> </event> <event name="activate_area02"> <element type="ActivateGroup" group_id="group02" start_time="0.0"/> <element type="UnitInArea" area="area02" state="deactivate"/> </event> <event name="activate_area03"> <element type="ActivateGroup" group_id="group03" start_time="0.0"/> <element type="UnitInArea" area="area03" state="deactivate"/> </event> <event name="activate_area04"> <element type="ActivateGroup" group_id="group04" start_time="0.0"/> <element type="UnitInArea" area="area04" state="deactivate"/> </event> <event name="activate_area05"> <element type="ActivateGroup" group_id="group05" start_time="0.0"/> <element type="UnitInArea" area="area05" state="deactivate"/> </event> <player name="player1" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player1"/> </player> <player name="player2" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player2"/> </player> <player name="player3" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player3"/> </player> <player name="player4" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player4"/> </player> <gametype_info name="enemies_to_kill" value="80"/> <spawn_manager> <!--<xi:include href="/data/levels/merge_xml/common_spawn.xml#xpointer(/to_include/spawn/*)"/> --> </spawn_manager> </script_data> Removed the area01 scripting so the enemies from area01 are there from the start of the game. Quote Link to comment Share on other sites More sharing options...
Ministry Posted January 26, 2007 Share Posted January 26, 2007 it should look like this: <script_data> <xi:include href="/data/levels/common/common.xml#xpointer(/common/*)"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area02" area_name="area02" group="mp_players" interval="0.3" condition="1"/> <area_group name="area03" area_name="area03" group="mp_players" interval="0.3" condition="1"/> <area_group name="area04" area_name="area04" group="mp_players" interval="0.3" condition="1"/> <area_group name="area05" area_name="area05" group="mp_players" interval="0.3" condition="1"/> <user name="area01" type="once"> <trigger type="UnitInArea" area="area01"/> <event name="area01"/> </user> <user name="area02" type="once"> <trigger type="UnitInArea" area="area02"/> <event name="area02"/> </user> <user name="area03" type="once"> <trigger type="UnitInArea" area="area03"/> <event name="area03"/> </user> <user name="area04" type="once"> <trigger type="UnitInArea" area="area04"/> <event name="area04"/> </user> <user name="area05" type="once"> <trigger type="UnitInArea" area="area05"/> <event name="area05"/> </user> <event name="start_game"> <element type="UnitInArea" area="area01" state="activate" start_time="10"/> <element type="UnitInArea" area="area02" state="activate" start_time="10"/> <element type="UnitInArea" area="area03" state="activate" start_time="10"/> <element type="UnitInArea" area="area04" state="activate" start_time="10"/> <element type="UnitInArea" area="area05" state="activate" start_time="10"/> </event> <event name="area01"> <element type="TriggerEvent" event="activate_area01" start_time="0.1"/> </event> <event name="area02"> <element type="TriggerEvent" event="activate_area02" start_time="0.1"/> </event> <event name="area03"> <element type="TriggerEvent" event="activate_area03" start_time="0.1"/> </event> <event name="area04"> <element type="TriggerEvent" event="activate_area04" start_time="0.1"/> </event> <event name="area05"> <element type="TriggerEvent" event="activate_area05" start_time="0.1"/> </event> <event name="activate_area01"> <element type="ActivateGroup" group_id="group01" start_time="0.0"/> <element type="UnitInArea" area="area01" state="deactivate"/> </event> <event name="activate_area02"> <element type="ActivateGroup" group_id="group02" start_time="0.0"/> <element type="UnitInArea" area="area02" state="deactivate"/> </event> <event name="activate_area03"> <element type="ActivateGroup" group_id="group03" start_time="0.0"/> <element type="UnitInArea" area="area03" state="deactivate"/> </event> <event name="activate_area04"> <element type="ActivateGroup" group_id="group04" start_time="0.0"/> <element type="UnitInArea" area="area04" state="deactivate"/> </event> <event name="activate_area05"> <element type="ActivateGroup" group_id="group05" start_time="0.0"/> <element type="UnitInArea" area="area05" state="deactivate"/> </event> <player name="player1" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player1"/> </player> <player name="player2" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player2"/> </player> <player name="player3" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player3"/> </player> <player name="player4" mod_name="OnFoot"> <spawn unit_name="ghost_player" object="spawn_player4"/> </player> <gametype_info name="enemies_to_kill" value="80"/> <spawn_manager> <!--<xi:include href="/data/levels/merge_xml/common_spawn.xml#xpointer(/to_include/spawn/*)"/> --> </spawn_manager> </script_data> I think he was missing are01 script from the beginning see if that works Ministry-ASN Quote Link to comment Share on other sites More sharing options...
Nutlink Posted January 26, 2007 Share Posted January 26, 2007 If you look closely, you'll see that he has group 1 spawning at the start and when you pass thru area 1. I think both scripts would work though, I just have it so that group 1 spawns from the start and you have it where group 1 spawns after crossing area 1. Quote Link to comment Share on other sites More sharing options...
RavenousNC Posted January 26, 2007 Share Posted January 26, 2007 Try this thread for a process of elimnation. yeah, it's tedious, but doing it this way will narrow things down for you. Always works for me. You just need to be patient and not start adding too many lines as you go. Otherwise you are in the same sort of boat again. Rav Quote Link to comment Share on other sites More sharing options...
Evilducky Posted January 26, 2007 Share Posted January 26, 2007 (edited) uh... to be honest, it has really nothing to do with your script. That crash is caused by 1 of 3 things. 1)Bad AI graph: It could be broken somewhere. 2) you might need a vehicle graph for some maps. 3)bad static object/hole in the map/AI spawning underneath, all which would cause the AI to fall through the map and lose the AI graph. Also, grim can you PM me your Vent info again? I kinda lost it back in December when I reformatted my computer. Thanks man. Edited January 26, 2007 by Evilducky Quote Link to comment Share on other sites More sharing options...
GRIM-GENERAL Posted January 26, 2007 Author Share Posted January 26, 2007 Wow thanks for all the input you guys Ok lets touch base on a few things. The script I posted works fine, I know this because its the same script I made for dedust [GR]. I have tried removing the humans and ai graphs and placing them back in. I have tried using a vehicle graph. I have verified there are no holes in the statics. I have verified that there are no type-o or script errors. I have checked all the enemy groups making sure there type and names are correct. I have removed all the event and user tags from script "the map loaded and started" but no ai on it. I realy think the problem is the ai graph. I remember having this same problem when I was making dedust. Ducky helped me fix it. It had something to do with me not connecting ai graphs or something. All the instructions you read say you can only have ONE ai graph. Thats all I put on there, I right clicked and place one graph in the center of the map. What do you mean connect the graphs? Quote Link to comment Share on other sites More sharing options...
Evilducky Posted January 26, 2007 Share Posted January 26, 2007 (edited) what I mean is, you need to make a web with the AI points. Thats what you are laying down, is a point that the AI will move to during under fire reactions. Now, what I mean by "connect the graphs" is, you need to make sure that the graphs form a web when you place all the points down. You can't just have 4 or 5 individual points at the 4 corners of the map, and 1 in the middle of it if you have a really big map and also just 1 point for the AI to go to. Most of the farther away AI will not find that point and the game will crash, because he wont know what to do *yes even when standing still* Basically, the AI graph is the brain of the AI. Without them, they wont funtion. You get what Im saying? if not, jump on coms and ill try and explain that better. Edited January 26, 2007 by Evilducky Quote Link to comment Share on other sites More sharing options...
GRIM-GENERAL Posted January 26, 2007 Author Share Posted January 26, 2007 (edited) omfg, yep thats what was wrong. I followed the tutorial its say you can only have one ai graph per level. I dont remember reading about connecting the ai graphs by placing another inside the radius of the previous graph and so on. Edited January 26, 2007 by GRIM-GENERAL Quote Link to comment Share on other sites More sharing options...
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