Author Topic: Ride Armor/Mech problems -seems to cause crashes-  (Read 1202 times)

I've run into a quit nasty glitch with the Ride Armor.
Sometimes when I hop in/get out/kill it or when it respawns, my screen goes black and it says "Out of timing"
This is probably most likely or almost entirely caused my by junky graphics card, but the ride armor still seem to be triggering it, because it almost only ever happens when I'm messing around with the ride armor.
I thought I fixed this problem before but apparently not.. :\

Code:

Code: [Select]
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

// Load dts shapes and merge animations
datablock TSShapeConstructor(RideArmorDts)
{
baseShape  = "./RideArmor.dts";
sequence0  = "./riar_root.dsq root";

sequence1  = "./riar_root.dsq run";
sequence2  = "./riar_root.dsq walk";
sequence3  = "./riar_root.dsq back";
sequence4  = "./riar_root.dsq side";

sequence5  = "./riar_crouch.dsq crouch";
sequence6  = "./riar_crouch.dsq crouchRun";
sequence7  = "./riar_crouch.dsq crouchBack";
sequence8  = "./riar_crouch.dsq crouchSide";

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

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

sequence16 = "./riar_root.dsq armAttack";
sequence17 = "./riar_armready_left.dsq armReadyLeft";
sequence18 = "./riar_armready_right.dsq armReadyRight";
sequence19 = "./riar_armready_both.dsq armReadyBoth";
sequence20 = "./riar_root.dsq spearready"; 
sequence21 = "./riar_root.dsq spearThrow";

sequence22 = "./riar_root.dsq talk"; 

sequence23 = "./riar_root.dsq death1";

sequence24 = "./riar_root.dsq shiftUp";
sequence25 = "./riar_root.dsq shiftDown";
sequence26 = "./riar_root.dsq shiftAway";
sequence27 = "./riar_root.dsq shiftTo";
sequence28 = "./riar_root.dsq shiftLeft";
sequence29 = "./riar_root.dsq shiftRight";
sequence30 = "./riar_root.dsq rotCW";
sequence31 = "./riar_root.dsq rotCCW";

sequence32 = "./riar_root.dsq undo";
sequence33 = "./riar_root.dsq plant";

sequence34 = "./riar_root.dsq sit";

sequence35 = "./riar_root.dsq wrench";

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

   sequence38 = "./riar_root.dsq leftrecoil";
};   


datablock AudioProfile(RideArmorJumpSound)
{
   fileName = "./jumpHorse.wav";
   description = AudioClose3d;
   preload = true;
};


//datablock DebrisData( RideArmorDebris )
//{
//   explodeOnMaxBounce = false;

//   elasticity = 0.15;
//   friction = 0.5;

//   lifetime = 4.0;
//   lifetimeVariance = 0.0;

//   minSpinSpeed = 40;
//   maxSpinSpeed = 600;

//   numBounces = 5;
//   bounceVariance = 0;

//   staticOnMaxBounce = true;
//   gravModifier = 1.0;

//   useRadiusMass = true;
//   baseRadius = 1;

//   velocity = 20.0;
//   velocityVariance = 12.0;
//};             

datablock PlayerData(RideArmor : PlayerStandardArmor)
{
   renderFirstPerson = true;
//   emap = false;
   
//   className = Armor;
   shapeFile = "./RideArmor.dts";
   cameraMaxDist = 15;
   cameraTilt = 0.261;//0.174 * 2.5; //~25 degrees
   cameraVerticalOffset = 6;
//   computeCRC = false;
 
   cameraDefaultFov = 90.0;
   cameraMinFov = 20.0;
   cameraMaxFov = 90.0;
   
   //debrisShapeName = "~/data/shapes/player/debris_player.dts";
   //debris = RideArmorDebris;

//   aiAvoidThis = true;

   minLookAngle = -1.1;
   maxLookAngle = 1;
   maxFreelookAngle = 2.0;

   mass = 200;
   drag = 0.5;
   density = 100;
   maxDamage = 500;
   maxEnergy =  10;
//   repairRate = 0.33;

//   rechargeRate = 0.4;

   runForce = 150 * 90;
   runEnergyDrain = 0;
   minRunEnergy = 0;
   maxForwardSpeed = 12;
   maxBackwardSpeed = 10;
   maxSideSpeed = 5;

   maxForwardCrouchSpeed = 8;
   maxBackwardCrouchSpeed = 6;
   maxSideCrouchSpeed = 4;

//   maxForwardProneSpeed = 0;
//   maxBackwardProneSpeed = 0;
//   maxSideProneSpeed = 0;

   maxForwardWalkSpeed = 4;
   maxBackwardWalkSpeed = 4;
   maxSideWalkSpeed = 4;

   maxUnderwaterForwardSpeed = 4;
   maxUnderwaterBackwardSpeed = 4;
   maxUnderwaterSideSpeed = 1;

   jumpForce = 30 * 90; //8.3 * 90;
   jumpEnergyDrain = 0;
   minJumpEnergy = 0;
   jumpDelay = 1;

   minJetEnergy = 0;
jetEnergyDrain = 0;
canJet = 0;

//   minImpactSpeed = 250;
//   speedDamageScale = 3.8;

   boundingBox = vectorScale("4 4 9", 4);
   crouchBoundingBox = vectorScale("4 4 8", 4);
   
//   pickupRadius = 0.75;
   
   // Foot Prints
   //decalData   = RideArmorFootprint;
   //decalOffset = 0.25;

   jetEmitter = "";
   jetGroundEmitter = "";
   jetGroundDistance = 4;
 
   //footPuffEmitter = LightPuffEmitter;
//   footPuffNumParts = 10;
//   footPuffRadius = 0.25;

   //dustEmitter = LiftoffDustEmitter;

   splash = PlayerSplash;
   splashVelocity = 4.0;
   splashAngle = 67.0;
   splashFreqMod = 300.0;
   splashVelEpsilon = 0.60;
   bubbleEmitTime = 0.1;
   splashEmitter[0] = PlayerFoamDropletsEmitter;
   splashEmitter[1] = PlayerFoamEmitter;
   splashEmitter[2] = PlayerBubbleEmitter;
   mediumSplashSoundVelocity = 10.0;   
   hardSplashSoundVelocity = 20.0;   
   exitSplashSoundVelocity = 5.0;

   // Controls over slope of runnable/jumpable surfaces
   runSurfaceAngle  = 80;
   jumpSurfaceAngle = 84;

   minJumpSpeed = 20;
   maxJumpSpeed = 30;

   horizMaxSpeed = 68;
   horizResistSpeed = 33;
   horizResistFactor = 0.35;

   upMaxSpeed = 80;
   upResistSpeed = 25;
   upResistFactor = 0.3;
   
   footstepSplashHeight = 0.55;

   //NOTE:  some sounds commented out until wav's are available

   JumpSound = RideArmorJumpSound;

   // Footstep Sounds
//   FootSoftSound        = RideArmorFootFallSound;
//   FootHardSound        = RideArmorFootFallSound;
//   FootMetalSound       = RideArmorFootFallSound;
//   FootSnowSound        = RideArmorFootFallSound;
//   FootShallowSound     = RideArmorFootFallSound;
//   FootWadingSound      = RideArmorFootFallSound;
//   FootUnderwaterSound  = RideArmorFootFallSound;
   //FootBubblesSound     = FootLightBubblesSound;
   //movingBubblesSound   = ArmorMoveBubblesSound;
   //waterBreathSound     = WaterBreathMaleSound;

   //impactSoftSound      = ImpactLightSoftSound;
   //impactHardSound      = ImpactLightHardSound;
   //impactMetalSound     = ImpactLightMetalSound;
   //impactSnowSound      = ImpactLightSnowSound;
   
   impactWaterEasy      = Splash1Sound;
   impactWaterMedium    = Splash1Sound;
   impactWaterHard      = Splash1Sound;
   
//   groundImpactMinSpeed    = 10.0;
   groundImpactShakeFreq   = "4.0 4.0 4.0";
   groundImpactShakeAmp    = "3.0 3.0 3.0";
   groundImpactShakeDuration = 0.8;
   groundImpactShakeFalloff = 10.0;
   
   //exitingWater         = ExitingWaterLightSound;

   // Inventory Items
maxItems   = 10; //total number of bricks you can carry
maxWeapons = 3; //this will be controlled by mini-game code
maxTools = 3;

uiName = "MAS RideArmor";
rideable = true;
lookUpLimit = 0.8;
lookDownLimit = 0.6;

canRide = false;
showEnergyBar = false;
paintable = true;

// brickImage = RideArmorBrickImage; //the imageData to use for brick deployment

   numMountPoints = 1;
   mountThread[0] = "armReadyBoth";
   mountNode[0] = 2;

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



function RideArmor::onAdd(%this,%obj)
{
   // Vehicle timeout
   %obj.mountVehicle = true;

   // Default dynamic armor stats
   %obj.setRepairRate(0);

}



//called when the driver of a player-vehicle is unmounted
function RideArmor::onDriverLeave(%obj, %player)
{
//do nothing
}


Please help.

bump.

I really need help with this.


Post or my pet will eat you.

:3

1, dont bump if the last post was the day before, and 2. I wish I could help, but I have a problem with my addon too D:

I have a feeling this is a error with a animation.
Make sure you have the animations setup correctly.
Triple check.

do you have a joint named eye?

I have a feeling this is a error with a animation.
Make sure you have the animations setup correctly.
Triple check.


Have you tried it on other computers?

Have you tried it on other computers?
Or with just the Ride Armor alone?

Have you tried it on other computers?
Yeah, did you try that allready?