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Messiah

Addon crashing game

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ok, basically i've got an addon which crashes flashpoint... you can load up flashy ok, get into the editor, and place the vehicle...

if i place it in front of my player (so he would see it as soon as the game starts) the thing crashes at the black 'get ready' screen.

if i place it behind the view of my player, when i spin around to view it, it crashes.

i'vehad a similiar addon problem before with my WMIK's, but in the end it was because (but i dont know why) i had copied the memory LOD from another p3d file... this seemed to make the addon crash...

i had done the same on this one, but after removing the naughty memory points, it still crashes... any ideas what would cause it? i get no errors or config errors at startup - i'm pretty sure my config is working.

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I had simular problem with Iroquois, not with my PC but some others.

In this case the CTD was caused by either

two faced proxy or proxy with texture on it.

Picked up problem when Binarizing.

Hope that helps

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i shall check the proxies... yeah, the problem i think is from odol my end... cheers for the help

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Also the wrong "model=" path can do it. I spent hours looking for model and config problems when this happened.

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You could try a quick check on non-planar and non-linear-mapped

polygons in the p3d also. Just triangulate (/ or \) any polygons

that are affected.

There are models with non-planar that _work_ in game, but it's a

good idea to remove all possible errors when this sort of stuff

starts happening.

You could try the p3d as a static/building/targetgrenade class to

confirm that the model's causing the problem.

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ok... i've encountered the same problem again, but this time no quick fix is solving it...

the p3d model path is correct... and basically the addon is based off a p3d that worked, and the only differences between the models are a new sized roof, some removal of uneeded things, and the additions of a door handle, a new plexiglass shield to the roof opening, and textures...

i deleted all the proxies to check if it was that, and it still crashed once i either pressed preview (if it was in front of me) or after i spun around to look at it

footmunch how do i do this non planar and non linear thing? I've just deleted isolated points in some attempt to help... but nothing seems to work sad_o.gif

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ok... i've encountered the same problem again, but this time no quick fix is solving it...

the p3d model path is correct... and basically the addon is based off a p3d that worked, and the only differences between the models are a new sized roof, some removal of uneeded things, and the additions of a door handle, a new plexiglass shield to the roof opening, and textures...

i deleted all the proxies to check if it was that, and it still crashed once i either pressed preview (if it was in front of me) or after i spun around to look at it

footmunch how do i do this non planar and non linear thing? I've just deleted isolated points in some attempt to help... but nothing seems to work sad_o.gif

Is it an MLOD? If so, does it work in Buldozer? If it does, that rules

out stuff like bad texture sizes and so on.

For the non-planar/non-linear-mapped stuff - click on 'Structure'

then 'Check Faces'. This will create a couple of selections that

include all the 'bad' polygons. Click to select them and hit either

the / or \ keys. This will turn each four-point polygon into 2

3-point polyogns. Delete the two selections (not the poly's or

points ;)) and run 'Check Faces' again. If there are no problems,

O2 won't create those two selections again.

In order to narrow it down to a model/config problem, try this 'dumb' config instead:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class TargetTraining: NonStrategic {};

class TargetGrenade: TargetTraining {};

class Crate: TargetGrenade

{

model="\crate\crate";

armor=20000;

scope=2;

displayName="My lovely crate";

}

}

Replace the crate references with something appropriate, and

make sure the model= line points to the right file.

IIRC it'll be under Empty->Objects, and it might 'hover' or 'sink',

but it would be interesting to see if the model actually gets

drawn by the graphics engine. If it works ok, then the error

is either in config.cpp or the memory lod (or both, natch).

Are you running DxDll, or any of the mod packs? Try it on 'vanilla'

OFP, maybe?

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works in bulldozer... no problems with textures as bulldozer crashes with bad textures smile_o.gif

did the non linear and non planar thing, and fixed those faces (although the working model had that too)

shouldnt be a problem with the config - worked before, and i've basically replaced the p3d with a new one, so no changes in the config

gonna try the dummy config now smile_o.gif

-----------------------------------------------------------------

ok... the vehicle as a crate worked... so that leaves a bad memory LOD? but its not changed since the working version?

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ok... did everything you said, and it still crashes sad_o.gif

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels

{

class default {};

class Vehicle: default {};

class Car: Vehicle {};

class Jeep: Car {};

class JeepMG: Jeep {};

class UKF_SnatchDES: JeepMG

{

sectionsInherit="JeepMG";

sections[]={"Number1","Number2","Number3","Number4","4", "5", "6", "7", "8", "9","reverse", "antennaL", "antennaR", "flagL", "flagR","15","16", "17", "18", "belt1", "belt2", "sand1", "sand2", "sand3", "sand4", "25", "chevron", "weapon1", "weapon2", "zadni svetlo","brzdove svetlo"};

};

};

class CfgPatches

{

class UKF_Snatch

{

units[] = {UKF_SnatchDES};

weapons[] = {};

requiredVersion = 1.91;

requiredAddons[]={"JAM_Magazines"};

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class MachineGun7_6: MGun {};

class UKF_Min_Mounted : MachineGun7_6

{

scopeWeapon = public;

scopeMagazine = public;

ammo=JAM_West_556x45_MGun_Bullet;

count=200;

magazineReloadTime=4;

reloadMagazineSound[]={"\UKF_Weapons\sounds\fnmagreload.wss",db-70,1};

dispersion=0.0025;

initSpeed=1000;

drySound[]={"\JAM_Sounds\sounds\Dry.wss",0.010316,1};

sound[]={"\JAM_Sounds\sounds\M240Fire.wss",db0,1};

gunnerOpticsModel ="\UKF_Weapons\optic\optic_lmg.p3d";

// optics = true;

// opticsFlare=0;

// opticsZoomMin=0.35;

// opticsZoomMax=0.35;

displayName = "LMG 5.56";

displayNameMagazine = "200rd 5.56MG Mag";

shortNameMagazine = "200rd 5.56MG";

soundContinuous=0;

reloadTime=0.064;

maxLeadSpeed=300;

ffCount=6;

aiDispersionCoefX=5;

ffMagnitude=0.500000;

ffFrequency=11;

recoil=JAM_W556x060_MGunRecoil;

autoFire=true;

aiRateOfFire=0.50000;

aiRateOfFireDistance=1000;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Car: LandVehicle {};

class Jeep: Car {};

class JeepMG: Jeep {};

class Static: All {};

class Building: Static {};

class NonStrategic: Building {};

class TargetTraining: NonStrategic {};

class TargetGrenade: TargetTraining {};

class Crate: TargetGrenade

{

model="\UKF_Snatch\UKF_SnatchDES.p3d";

armor=20000;

scope=2;

displayName="Fucking Addon";

}

class UKF_SnatchDes: JeepMG

{

displayName="Land Rover 110 Snatch MK1 (Minimi)"; // Displayname in editor

nameSound="truck";

model= "\UKF_Snatch\UKF_SnatchDES.p3d"; // our p3d model path

gunnerOpticsModel ="\UKF_Weapons\optic\optic_lmg.p3d";

gunnerOpticsColor[]={};

side=1;

vehicleClass ="UKF Vehicles";

picture= \UKF_Snatch\snatch2icon;

crew="SoldierWB";

maxSpeed=100; // Max speed

transportSoldier=5;

castGunnerShadow=true;

ejectDeadGunner=false;

castDriverShadow=true;

castCargoShadow=true;

// gunnerhasoptics=1;

// gunnerHasOptics=true;

animated=1;

// gunnerOpticsModel = "optika_empty";

class Turret

{

gunAxis = "OsaHlavne";

turretAxis = "OsaVeze";

soundServo[]={};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

minElev=-15; maxElev=+40;

minTurn=-60; maxTurn=+60;

body = "OtocVez";

gun = "OtocHlaven";

};

class ViewGunner

{

initAngleX=5; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=0; maxAngleY=0;

initFov=0.7; minFov=0.42; maxFov=0.85;

};

class ViewOpticsBase{};

class ViewOptics

{

initAngleX=0; minAngleX=-0; maxAngleX=+0;

initAngleY=0; minAngleY=-0; maxAngleY=+0;

initFov=0.20; minFov=0.20; maxFov=0.20;

};

soundEngine[]={\UKFLR110GS\DieselLoop2.wav,db+3,1.5};

// unitInfoType="UnitInfoShip";

fuelCapacity=75;

armour = 65;

armorWheels = 0.15;

hiddenSelections[]={"Number1","Number2","Number3","Number4","4", "5", "6", "7", "8", "9","reverse", "antennaL", "antennaR", "flagL", "flagR","15","16", "17", "18", "belt1", "belt2", "sand1", "sand2", "sand3", "sand4", "25", "chevron", "weapon1", "weapon2", };

dammageHalf[]=

{

jeep4x4_glass.paa,jeep4x4_glassB.paa,

jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa,

jeep_kab_sklo2.paa,jeep_kab_sklo2B.paa,

scud_sklo.paa,scud_skloB.paa,

scud_sklo2.paa,scud_sklo2B.paa,

scud_sklo3.paa,scud_sklo3B.paa,

scud_sklo4.paa,scud_sklo4B.paa

};

dammageFull[]=

{

jeep4x4_glass.paa,jeep4x4_glassC.paa,

jeep_kab_sklo1.paa,jeep_kab_sklo1C.paa,

jeep_kab_sklo2.paa,jeep_kab_sklo2C.paa,

scud_sklo.paa,scud_skloC.paa,

scud_sklo2.paa,scud_sklo2C.paa,

scud_sklo3.paa,scud_sklo3C.paa,

scud_sklo4.paa,scud_sklo4C.paa

};

cargoAction[] = {"ManActUKF_FrontSafe","ManActUKF_Rear1","ManActCargo","ManActCargo","ManActUKF_Rear1"};

driverAction = "ManActUKF_DriverAll";

weapons[]={"UKF_Min_Mounted"};

magazines[]={"UKF_Min_Mounted","UKF_Min_Mounted","UKF_Min_Mounted","UKF_GPMG_Mounted"};

class IndicatorSpeed

{

selection = "ukaz_rychlo";

axis = "osa_rychlo";

angle = -180;

min = 0;

max = 40;

};

type=Armor;

class Animations

{

class RightDoor

{

type="rotation";

animPeriod=1;

selection="RightDoor";

axis="osa R door";

angle0=0;

angle1=0.872661;

};

class roofDoor

{

type="rotation";

animPeriod=1;

selection="roofdoor";

axis="osaroofdoor";

angle0=0;

angle1=-0.09;

};

class LeftDoor

{

type="rotation";

animPeriod=1;

selection="LeftDoor";

axis="osa L door";

angle0=0;

angle1=-0.872661;

};

class Sunvisor

{

type="rotation";

animPeriod=2;

selection="Sunvisor";

axis="osa Sunvisor";

angle0=0;

angle1=-2.059481;

};

class Vent

{

type="rotation";

animPeriod=2;

selection="Vent";

axis="osa Vent";

angle0=0;

angle1=-0.872661;

};

class Fuel

{

type = "rotation";

animperiod = 5;

selection ="Fuel";

axis = "osa Fuel";

angle0=0;

angle1= -1.169366;

};

class AniWipersL

{

animperiod = 1;

type = "rotation";

axis = "osa_LeftWiper";

selection = "LeftWiper"

angle0=0;

angle1=-1.989668;

};

class AniWipersR

{

animperiod = 1;

type = "rotation";

axis = "osa_RightWiper";

selection = "RightWiper"

angle0=0;

angle1=-1.989668;

};

class Brakes

{

animperiod = 0.001;

type = "rotation";

axis = "osa Tilt2";

selection = "Brakes"

angle0=0;

angle1=-0.069813;

};

class reardoorR

{

type="rotation";

animPeriod=1;

selection="rrdoor";

axis="osarr";

angle0=0;

angle1=1.570790;

};

class reardoorL

{

type="rotation";

animPeriod=1;

selection="rldoor";

axis="osarl";

angle0=0;

angle1=-1.570790;

};

};

class UserActions

{

class OpenRightDoor

{

displayName="Open Door";

position="R door area";

radius=1.5

condition="isnull (driver this) && !(isengineon this) && this animationPhase {RightDoor} ==0";

// statement="this animate [""RightDoor"",1]";

statement="[this, 0] exec ""\UKFLR_90GS\OpenDoorR.sqs""";

};

class CloseRightDoor

{

displayName="Close Door";

position="R door area";

radius=1.5

condition="isnull (driver this) && !(isengineon this) && this animationPhase {RightDoor} ==1";

// statement="this animate [""RightDoor"",0]";

statement="[this, 0] exec ""\UKFLR_90GS\CloseDoorR.sqs""";

};

class OpenRightDoor2

{

displayName="Open Door";

position="R door area";

radius=1.5

condition="player == driver this && !(isengineon this) && this animationPhase {RightDoor} == 0";

// statement="this animate [""RightDoor"",1]";

statement="[this, 0] exec ""\UKFLR_90GS\OpenDoorR.sqs""";

};

class CloseRightDoor2

{

displayName="Close Door";

position="R door area";

radius=1.5

condition="player == driver this && !(isengineon this) && this animationPhase {RightDoor} == 1";

// statement="this animate [""RightDoor"",0]";

statement="[this, 0] exec ""\UKFLR_90GS\CloseDoorR.sqs""";

};

class OpenLeftDoor

{

displayName="Open Door";

position="L door area";

radius=1.5

condition="isnull (driver this) && !(isengineon this) && this animationPhase {LeftDoor} ==0";

// statement="this animate [""LeftDoor"",1]";

statement="[this, 0] exec ""\UKFLR_90GS\OpenDoorL.sqs""";

};

class CloseLeftDoor

{

displayName="Close Door";

position="L door area";

radius=1.5

condition="isnull (driver this) && !(isengineon this) && this animationPhase {LeftDoor} ==1";

// statement="this animate [""LeftDoor"",0]";

statement="[this, 0] exec ""\UKFLR_90GS\CloseDoorL.sqs""";

};

class openreardoors

{

displayName="Open Rear Doors";

position="Tailgate area";

radius=2.5

condition="this animationPhase""reardoorR""<0.9";

statement = "[this, 0] exec ""\UKF_snatch\opendoors.sqs""";

};

class closereardoors

{

displayName="Close Rear Doors";

position="Tailgate area";

radius=2.5

condition="this animationPhase""reardoorL"">0.9";

statement = "[this, 0] exec ""\UKF_snatch\closedoors.sqs""";

};

class BrakesOff

{

displayName="Brake Lights Off";

position="Sunvisor area";

radius=1

condition="this animationPhase""Brakes""<0.5 and player in this";

statement="this animate [""Brakes"",1]";

};

class BrakesOn

{

displayName="Brake Lights On";

position="Sunvisor area";

radius=1

condition="this animationPhase""Brakes"">=0.5 and player in this";

statement="this animate [""Brakes"",0]";

};

}; // UserActions

class EventHandlers

{

init = "[(_this Select 0)] exec {\UKFLR110GS\numbers.sqs}; [(_this select 0)] exec {\UKFLR110GS\gasgauge.sqs}; [(_this select 0)] exec {\UKF_Snatch\init.sqs}; [(_this select 0)] exec {\UKF_Snatch\gunner.sqs};(_this select 0) addeventhandler [{engine},{(_this select 0) exec {\UKFLR_90GS\Driver.sqs}}]"

getin = "_this exec {\UKFLR110GS\CloseDoors.sqs}";

Engine = "[(_this select 0)] exec {\UKF_Snatch\reverse.sqs}";

fired = "[_this select 0] exec ""\UKF_Snatch\UKF_Jiggle.sqs""";

};

};

};

although like i said, that config worked with the old model, so i'm guessing its a memory LOD problem? But again, nothing changed between those versions...

aaaargh tounge_o.gif

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CfgModels should be:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgModels

{

class default {};

class Vehicle: default {};

class Car: Vehicle {};

class Jeep_MG: Car {};

class UKF_SnatchDES: Jeep_MG

{

sectionsInherit="Jeep_MG";

sections[]={"Number1","Number2","Number3","Number4","4", "5", "6", "7", "8", "9","reverse", "antennaL", "antennaR", "flagL", "flagR","15","16", "17", "18", "belt1", "belt2", "sand1", "sand2", "sand3", "sand4", "25", "chevron", "weapon1", "weapon2", "zadni svetlo","brzdove svetlo"};

};

};

[ie no need to define the jeep in the hierarchy, and it's jeep_mg

not jeepmg]

But I'd be surprised if that solved it.

Is this line:

gunnerOpticsModel ="\UKF_Weapons\optic\optic_lmg.p3d";

correct and okay? You've got the pbo with the optics installed, I

hope wink_o.gif

I can't see anything obviously wrong, but you could try

replacing the Minimi with the OFP Browning, just to see:

weapons[]={"Browning"};

magazines[]={"Browning", "Browning"};

Is there an error with the 3 Minimi mags and 1 GPMG mag?

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gpmg is me missing it... will delete...

lmg optic is installed seeing as its the UKF weapons for the dpm pack - that never leaves my HD tounge_o.gif

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Jeep_mg makes nothing appear ingame, whilst JeepMG does... you sure footie?

still no luck - even redid the memory LOD and its still fuxored sad_o.gif

any other ideas?

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Jeep_mg makes nothing appear ingame, whilst JeepMG does... you sure footie?

I'll check that. It seems to be that way in the cfgmodels.hpp from

the commented configs, but I may be confused.

Quote[/b] ]still no luck - even redid the memory LOD and its still fuxored sad_o.gif

any other ideas?

Short of taking the 'new' bits only and adding them to a previous

_known-working_ p3d, nothing's occuring to me right now...

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just did that... and it crashed... must be one of the 'new bits'?

but i thought the crate test would have ruled out a bad model?

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i don't know why, but:

I decided to copy the 'new bits' across to the original working model again, but this time part by part to see if i could rule out anything that wasn't working...

after transfering bit by bit, and testing it ingame each time, i managed to get everything new into the old model, including swapping textured for untextured without it crashing

im not sure what it was, but it works - O2's funny sometimes i guess?

cheers for the help footie, legend as always smile_o.gif

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i don't know why, but:

I decided to copy the 'new bits' across to the original working model again, but this time part by part to see if i could rule out anything that wasn't working...

after transfering bit by bit, and testing it ingame each time, i managed to get everything new into the old model, including swapping textured for untextured without it crashing

im not sure what it was, but it works - O2's funny sometimes i guess?

cheers for the help footie, legend as always smile_o.gif

Save that p3d.

And back it up as well.

Burn it onto a cdr.

Do it now. NOW.

biggrin_o.gif

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