Author Topic: Making vehicle, vehicle crashes the game.  (Read 2295 times)

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.
shrugging-reggie.jpg
http://www.megaupload.com/?d=NVX7Z1GM
« Last Edit: March 16, 2011, 09:49:13 PM by Peejster »

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.
Dude. Armor datablocks are bots/players, NOT physics vehicles. Remove the collision mesh entirely.

Dude. Armor datablocks are bots/players, NOT physics vehicles. Remove the collision mesh entirely.
Or that, yes.

I will test the chair with the default boat script and then we'll know for sure.


EDIT: PROBLEM FOUND


Your collision mesh appears to be set to 0, it should be -1!
« Last Edit: March 17, 2011, 04:59:22 PM by Treynolds416 »

Or that, yes.

I will test the chair with the default boat script and then we'll know for sure.


EDIT: PROBLEM FOUND


Your collision mesh appears to be set to 0, it should be -1!

THE BOAT IS A PLAYERTYPE

NOT A VEHICLE

ITS JUST RIDABLE

REMOVE THE COLLISION MESH OR IT WILL CONTINUE TO CRASH

Do the caps make it evident, now? -________-

It only crashes when spawned.
Log's here. http://www.mediafire.com/?zxtdaophak7o20a

You know you could have just uploaded the console.log file directly to your post using the "Addiditional Options" right?

You know you could have just uploaded the console.log file directly to your post using the "Addiditional Options" right?
Too big of a file.

THE BOAT IS A PLAYERTYPE

NOT A VEHICLE

ITS JUST RIDABLE

REMOVE THE COLLISION MESH OR IT WILL CONTINUE TO CRASH

Do the caps make it evident, now? -________-
The collision mesh was something I only just added. It crashed even without the collision mesh.
Quit being a prick.

Or that, yes.

I will test the chair with the default boat script and then we'll know for sure.


EDIT: PROBLEM FOUND


Your collision mesh appears to be set to 0, it should be -1!

That fixes nothing.
« Last Edit: March 18, 2011, 02:35:21 PM by Peejster »

The collision mesh was something I only just added. It crashed even without the collision mesh.
Quit being a prick.
Oh, then your model is forgeted. Switch to blender :cookieMonster:

Either way, adding a collision mesh is entirely wrong and WILL crash even if you fix whatever is wrong with your model already.

The real problem here:
For a playertype/armor datablock, you need a rig. Even if the model doesnt animate, you need a rig and a root dsq.
« Last Edit: March 18, 2011, 06:07:46 PM by takato14 »

LOL oh god you are all so dumb. You need a root animation for any player armor vehicle. A root animation doesn't have to be anything moving at all, it just needs to be set up as the animation played when the model isn't moving, and has nothing called onto it. Just add a bone, make some keyframes, then export it as well as a dsq and set up a shape:
Code: [Select]
datablock TSShapeConstructor(HorseDts)
{
baseShape  = "./horse.dts";
sequence0  = "./h_root.dsq root";

sequence1  = "./h_run.dsq run";
sequence2  = "./h_run.dsq walk";
sequence3  = "./h_back.dsq back";
sequence4  = "./h_side.dsq side";

sequence5  = "./h_root.dsq crouch";
sequence6  = "./h_run.dsq crouchRun";
sequence7  = "./h_back.dsq crouchBack";
sequence8  = "./h_side.dsq crouchSide";

sequence9  = "./h_look.dsq look";
sequence10 = "./h_root.dsq headside";
sequence11 = "./h_root.dsq headUp";

sequence12 = "./h_jump.dsq jump";
sequence13 = "./h_jump.dsq standjump";
sequence14 = "./h_root.dsq fall";
sequence15 = "./h_root.dsq land";

sequence16 = "./h_armAttack.dsq armAttack";
sequence17 = "./h_root.dsq armReadyLeft";
sequence18 = "./h_root.dsq armReadyRight";
sequence19 = "./h_root.dsq armReadyBoth";
sequence20 = "./h_spearReady.dsq spearready"; 
sequence21 = "./h_root.dsq spearThrow";

sequence22 = "./h_root.dsq talk"; 

sequence23 = "./h_death1.dsq death1";

sequence24 = "./h_shiftUp.dsq shiftUp";
sequence25 = "./h_shiftDown.dsq shiftDown";
sequence26 = "./h_shiftAway.dsq shiftAway";
sequence27 = "./h_shiftTo.dsq shiftTo";
sequence28 = "./h_shiftLeft.dsq shiftLeft";
sequence29 = "./h_shiftRight.dsq shiftRight";
sequence30 = "./h_rotCW.dsq rotCW";
sequence31 = "./h_rotCCW.dsq rotCCW";

sequence32 = "./h_root.dsq undo";
sequence33 = "./h_plant.dsq plant";

sequence34 = "./h_root.dsq sit";

sequence35 = "./h_root.dsq wrench";

   sequence36 = "./h_root.dsq activate";
   sequence37 = "./h_root.dsq activate2";

   sequence38 = "./h_root.dsq leftrecoil";
};   
Edit that as you need, change all animation names in that script to the name of your root animation
IE:
sequence24 = "./h_shiftUp.dsq shiftUp";
should be changed to
sequence24 = "./h_root.dsq shiftUp";


Don't listen to this crap about collision. Playertype's use a bounding box to determine collision, edit the bounding box size in the script, not the model.

LOL oh god you are all so dumb. You need a root animation for any player armor vehicle. A root animation doesn't have to be anything moving at all, it just needs to be set up as the animation played when the model isn't moving, and has nothing called onto it. Just add a bone, make some keyframes, then export it as well as a dsq and set up a shape:
Code: [Select]
datablock TSShapeConstructor(HorseDts)
{
baseShape  = "./horse.dts";
sequence0  = "./h_root.dsq root";

sequence1  = "./h_run.dsq run";
sequence2  = "./h_run.dsq walk";
sequence3  = "./h_back.dsq back";
sequence4  = "./h_side.dsq side";

sequence5  = "./h_root.dsq crouch";
sequence6  = "./h_run.dsq crouchRun";
sequence7  = "./h_back.dsq crouchBack";
sequence8  = "./h_side.dsq crouchSide";

sequence9  = "./h_look.dsq look";
sequence10 = "./h_root.dsq headside";
sequence11 = "./h_root.dsq headUp";

sequence12 = "./h_jump.dsq jump";
sequence13 = "./h_jump.dsq standjump";
sequence14 = "./h_root.dsq fall";
sequence15 = "./h_root.dsq land";

sequence16 = "./h_armAttack.dsq armAttack";
sequence17 = "./h_root.dsq armReadyLeft";
sequence18 = "./h_root.dsq armReadyRight";
sequence19 = "./h_root.dsq armReadyBoth";
sequence20 = "./h_spearReady.dsq spearready";  
sequence21 = "./h_root.dsq spearThrow";

sequence22 = "./h_root.dsq talk";  

sequence23 = "./h_death1.dsq death1";

sequence24 = "./h_shiftUp.dsq shiftUp";
sequence25 = "./h_shiftDown.dsq shiftDown";
sequence26 = "./h_shiftAway.dsq shiftAway";
sequence27 = "./h_shiftTo.dsq shiftTo";
sequence28 = "./h_shiftLeft.dsq shiftLeft";
sequence29 = "./h_shiftRight.dsq shiftRight";
sequence30 = "./h_rotCW.dsq rotCW";
sequence31 = "./h_rotCCW.dsq rotCCW";

sequence32 = "./h_root.dsq undo";
sequence33 = "./h_plant.dsq plant";

sequence34 = "./h_root.dsq sit";

sequence35 = "./h_root.dsq wrench";

   sequence36 = "./h_root.dsq activate";
   sequence37 = "./h_root.dsq activate2";

   sequence38 = "./h_root.dsq leftrecoil";
};    
Edit that as you need, change all animation names in that script to the name of your root animation
IE:
sequence24 = "./h_shiftUp.dsq shiftUp";
should be changed to
sequence24 = "./h_root.dsq shiftUp";


Don't listen to this crap about collision. Playertype's use a bounding box to determine collision, edit the bounding box size in the script, not the model.
That is exactly what I just said, you just wasted your time typing more stuff. You moron.
« Last Edit: March 18, 2011, 08:52:08 PM by takato14 »

That is exactly what I just said, you just wasted your time typing more stuff. You moron.
OH GOD LOL. You didn't type exactly that, and you didn't explain how to do it either. How does helping someone out make me a moron. If you wanna go yell at people go to drama where all the dumb kids lurk.

You didn't type exactly that,

You need a root animation for any player armor vehicle. A root animation doesn't have to CANNOT be anything moving at all, it just needs to be set up as the animation played when the model isn't moving, and has nothing called onto it. Just add a bone, make some ONE keyframe, then export it as well as a dsq and set up a shape:
-snip-
Don't listen to this crap about collision. Playertype's use a bounding box to determine collision, edit the bounding box size in the script, not the model.
Either way, adding a collision mesh is entirely wrong and WILL crash even if you fix whatever is wrong with your model already.


The real problem here:

For a playertype/armor datablock, you need a rig. Even if the model doesnt animate, you need a rig and a root dsq.
« Last Edit: March 19, 2011, 01:20:48 PM by takato14 »

LOL oh god you are all so dumb
Thank you for your help.

If you two want to continue arguing with each other, you can do it elsewhere.