Author Topic: Making vehicle, vehicle crashes the game.  (Read 2296 times)

I've got all 4 hub joints tires aren't needed, lololol, 1 joint for the driver, and I export it in the DTS Plus exporter for Milkshape.
All LODs are 0.
Output dump file is enabled.
Generate .cs file is enabled.
Copy textures is enabled.
I click "Create Bounds", even though it seems it does nothing.
I export as .dts
wat do?
« Last Edit: March 12, 2011, 10:54:32 PM by Peejster »

Well, you don't really need the dump or the .cs, but they shouldn't mess anything up... And you don't need to create bounds, just apply and export.

It's most likely something with the actual model, instead of the exporting.
Can you show a pic?

Well, you don't really need the dump or the .cs, but they shouldn't mess anything up... And you don't need to create bounds, just apply and export.

It's most likely something with the actual model, instead of the exporting.
Can you show a pic?

The joint is named mount0, correct?

If not, change it.
If so, then the problem might be with the mesh LODs

Try setting them to 16 instead of 0, but I have a sneaking suspicion that it wouldn't be causing the problem.

It is mount0.
I'll try the LODs.
Still nothing.
« Last Edit: March 13, 2011, 10:42:32 AM by Peejster »

I have this problem a lot it sucks for me cause i cant create vehicles.

I have this problem a lot it sucks for me cause i cant create vehicles.

Nobody cares.
If you can't help, nobody cares.

It is mount0.
I'll try the LODs.
Still nothing.
I thought so.

Can you post the script?

I thought so.

Can you post the script?
Code: [Select]
datablock PlayerData(ChairArmor : PlayerStandardArmor)
{
cameraVerticalOffset = 3;
shapefile = "./chair.dts";
canJet = 0;
mass = 120;
   drag = 0.03;
   density = 0.6;
   runSurfaceAngle = 1;
   jumpSurfaceAngle = 1;
   maxForwardSpeed = 0;
   maxBackwardSpeed = 0;
   maxBackwardCrouchSpeed = 0;
   maxForwardCrouchSpeed = 0;
   maxSideSpeed = 0;
   maxSideCrouchSpeed = 0;
   maxStepHeight = 0;
   maxUnderwaterSideSpeed = 0;

uiName = "Chair";
showEnergyBar = false;

   jumpForce = 0;
   jumpEnergyDrain = 10000;
   minJumpEnergy = 10000;
   jumpDelay = 127;
   minJumpSpeed = 0;
   maxJumpSpeed = 0;

rideable = true;
canRide = false;
paintable = true;

   boundingBox = vectorScale("2.5 2.5 1", 4);
   crouchBoundingBox = vectorScale("2.5 2.5 1", 4);

   lookUpLimit = 0.65;
lookDownLimit = 0.45;

   numMountPoints = 0;
   mountThread[0] = "sit";
   
   upMaxSpeed = 1;
   upResistSpeed = 1;
   upResistFactor = 1;
   maxdamage = 260;

   minImpactSpeed = 250;
   speedDamageScale = 3.8;

   useCustomPainEffects = true;
   PainHighImage = "";
   PainMidImage  = "";
   PainLowImage  = "";
   painSound     = "";
   deathSound    = "";
};

Obviously just an edit of the boat script.
« Last Edit: March 13, 2011, 02:15:26 PM by Peejster »

Post console of crash.

Post console of crash.
I doubt it'd help, since the console doesn't print anything after "Peejster spawned".

I doubt it'd help, since the console doesn't print anything after "Peejster spawned".
And it doesn't crash when you don't have it enabled?

Edit: Type trace(1); into the console as soon as Blockland starts, then proceed to start a game with the addon enabled, post the console.log here.

And it doesn't crash when you don't have it enabled?

Edit: Type trace(1); into the console as soon as Blockland starts, then proceed to start a game with the addon enabled, post the console.log here.
It only crashes when spawned.
Log's here. http://www.mediafire.com/?zxtdaophak7o20a
« Last Edit: March 14, 2011, 08:24:08 PM by Peejster »

Badly configured collision meshes tend to crash the game. Just like plenty of other things, but those are Blender related mostly, and you seem to have MS3D.

It only crashes when spawned.
Log's here. http://www.mediafire.com/?zxtdaophak7o20a
So it looks like BL only crashes when you try to spawn it.

Barnabas is correct, it definitely has to be a model error. Send me the .ms3d and I'll try to see what's up, the picture doesn't give many clues.