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russian armor

Custom Map Crash error code 1129468744

5 Jun 2015, 10:24 AM
#1
avatar of Viper86ed

Posts: 13

I am having trouble getting my exported map to load completely, crashes everytime before loading. Janne thinks its a syntax error. I somehow frustrated him with my trivial map building problems. If anyone could help me out i would appreciate it. I just want to make sure I can figure out the scar codeing and startup before completeing my map. Also I have my warnings1.log if you need it to figure out my problem.

I have also checked other older forums for a solution, the game itself starts just fine but my map crashes before getting to the gameplay, other community maps start just fine. Also I really appreciate Janne's help getting me this far into the process.
5 Jun 2015, 14:16 PM
#2
avatar of Viper86ed

Posts: 13

Ok so i removed the pop Cap overide from my .scar code and it let me into the game, but the game seems to freeze as soon as I get in. I press escape and i get back into the game no problem, but my vehicles are still uncrewable and I also dont have my pack 43 AT guns that i set down markers for.
5 Jun 2015, 14:26 PM
#3
avatar of Viper86ed

Posts: 13

function OnInit()
Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles,
CRIT.VEHICLE_ABANDON, 0)
eg_pak43 = EGroup_CreateIfNotFound("eg_pak43")
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_75, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_81, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_82, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_83, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_84, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_85, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_86, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_87, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_88, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_89, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_90, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_231, 1 )
Util_CreateEntities(nil, eg_pak43,

EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_232, 1 )

end

Scar_AddInit(OnInit)
5 Jun 2015, 14:47 PM
#4
avatar of Viper86ed

Posts: 13

^Fixed the code above to > Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles,
CRIT.VEHICLE_ABANDON, 0)

and back to bug splat -_- nothing i do seems to work
resaved .scar and map multiple times didnt work
9 Jun 2015, 09:44 AM
#5
avatar of ernesto-m

Posts: 42

Hi Viper86ed,


maybe i can help you a little.

If there is a problem with the markers, do this:


mkr_75 = Marker_FromName("mkr_75","Ally Spawn")

The correct name of the marker you will find in <MapName_ID.SCAR>




eg_vehicles = EGroup_CreateIfNotFound("eg_vehicles") -- insert this line

Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles, CRIT.VEHICLE_ABANDON, 0)



Change the lines you spawn the entity group eg_pak43 like this:


Util_CreateEntities(nil, eg_pak43,EBP.GERMAN.PAK43_88MM_AT_GUN_MP,Util_GetPosition(mkr_75), 1 )



Hope this help you a bit.

greetings
-ernst-
9 Jun 2015, 20:10 PM
#6
avatar of Viper86ed

Posts: 13

I figured out what was wrong with my pak's, I had a couple of marker clones by accident and I fixed it. Thanks for the help anyways ernest (: I do have one more question though, how would I arrange my scar in order to say, add some soviet b-4 203mm as well as some german 105 mm howitzer's using the same method.
9 Jun 2015, 20:15 PM
#7
avatar of Viper86ed

Posts: 13

I am currently using this .scar file worked fine before adding the m1931(b-4) and the howitzer(105mm howitzer) now game freeze's at startup. I believe that I dont know how to transition correctly between them.
--------------------------------------------------------------------------

function OnInit()
Cmd_CriticalHit(World_GetPlayerAt(1), eg_vehicles,
CRIT.VEHICLE_ABANDON, 0)
--Population cap override value
g_popCapOverRide = 500

for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end
eg_pak43 = EGroup_CreateIfNotFound("eg_pak43")
Util_CreateEntities(nil, eg_pak43,
EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_56, 1 )
Util_CreateEntities(nil, eg_pak43,
EBP.GERMAN.PAK43_88MM_AT_GUN_MP,
mkr_57, 1 )
eg_m1931 = EGroup_CreateIfNotFound("eg_m1931")
Util_CreateEntities(nil, eg_m1931,
EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_113, 1 )
Util_CreateEntities(nil, eg_m1931,
EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_114, 1 )
Util_CreateEntities(nil, eg_m1931,
EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_115, 1 )
Util_CreateEntities(nil, eg_m1931,
EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_116, 1 )
Util_CreateEntities(nil, eg_m1931,
EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_117, 1 )
Util_CreateEntities(nil, eg_m1931,
EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_118, 1 )
eg_howitzer = EGroup_CreateIfNotFound("eg_howitzer")
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_174, 1 )
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_175, 1 )
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_176, 1 )
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_177, 1 )
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_178, 1 )
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_179, 1 )
Util_CreateEntities(nil, eg_howitzer,
EBP.GERMAN.HOWITZER_105MM_LE_FH18_MP,
mkr_180, 1 )
end

Scar_AddInit(OnInit)


9 Jun 2015, 20:36 PM
#8
avatar of Viper86ed

Posts: 13

Also sidenote i was wondering how to make objects invulnerable in order to make a bridge from scratch, looked at pure bunks thread and i just dont know how to wedge that inbetween my file, or if it even works in .scar rather than ID.scar. I know its alot to ask of anyone on the forums but it would really be the cherry on top of my map to get it working how i dreamed it up to (:
10 Jun 2015, 06:02 AM
#9
avatar of ernesto-m

Posts: 42

Hi Viper86ed ,




import("ScarUtil.scar") <----- is this line in your scar-script *important*

function OnInit()

--- stuff

end

To make Entities invulnerable, do this:

Take the Bridge in Worldbuilder (WB) to an EGroup and name it "eg_bridge"

eg_bridge = EGroup_CreateIfNotFound("eg_bridge")
EGroup_SetInvulnerable(eg_bridge, true)

The problem, adding howitzers is the crew i think, but not sure. Will make a test scenario and spawn some howitzers.

Why don´t you place the howitzers direct on the map in WB and give them EG-Names ?
The crew you can delete in WB with "wb_orphan_nuke_entity".


Maybe this is an solution?


greetings
-ernst-


10 Jun 2015, 17:07 PM
#10
avatar of Viper86ed

Posts: 13

Hey Ernesto,

I dont think it is, but it wasnt in the script before I added the new howitzer's or the b-4's. Important or not Janne252 gave it to me like that so i didnt change it too much and that wasn't part of it.

Is it essential? If so where would I insert in my script?

Do you mean the visual howitzer in the sbps section? I never thought about that. But i also thought they were only visuals and or squads so they couldnt do much, but im sort of a noob at this .scar stuff, so I will give it a try as well.

Thanks for the info. on how to make an invincible bridge, it really helps.
-Dillon-
11 Jun 2015, 05:46 AM
#11
avatar of ernesto-m

Posts: 42

Hi Dillon,

you can debug the new scar-script-lines, when you make -- as first sign in the line:

-- Util_CreateEntities(nil, eg_m1931, EBP.SOVIET.M1931_203MM_B-4_HOWITZER_ARTILLERY_MP,
mkr_113, 1 )

So the line will not be used by CoH2-Lua. Let only one of the new added script lines without the "--" and test in Game, if Game don´t crash, "open" the next line, and so on.


But i think i have found the Mistake. Have had a look in luaconstauto.scar:

EBP.SOVIET.M1931_203MM_B_4_HOWITZER_ARTILLERY_COMMANDER_MP <-- correct syntax


greetings
-ernst-



11 Jun 2015, 23:10 PM
#12
avatar of Viper86ed

Posts: 13

Hey Ernest,
I think I got it from here, i have all the AT's and the artillery working, and now i got Janne helping me out with the invincible bridges. Thanks for the help man! :thumbsup: Really appreciate it.
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