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ARMA crashes

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Hello,

 I'm trying to make an armoured vehicle for ARMA. I have been working with the model this week, and I wanted to test it in game. The model is very simple, only the hull and the wheels, without textures. I made a simple config, without adding any selections for wheels... I tested the vehicle in game and I don't get any problem. I made the selections for wheels, land contact and memory LODs, added the skeletons and model.cgf to the config, and when I test the vehicle in ARMA (1.08 and 1.09B) it crashes when trying to play with it. I checked and changed the config, and modified, deleted the selections, LODs,... hundred of times, but it don't works. I think that the config is good, so must be the model. I don't want to expend lots of hours modelling if it won't work. ¿What can I do? The selections, land contact, memory and geometry LODs are the same I used for OFP, and the same that are in the BIHummer.

Thanks in advance.

This is the last config I tried:

Quote[/b] ]

class CfgPatches

{

class MAC_M3A1SC

{

units[] = {MAC_M3A1SC};

weapons[] = {};

requiredVersion = 1.0;

};

};

class CfgSkeletons

{

class Car;

class MAC_M3A1SC: Car

{

skeletonInherit = "";

skeletonBones[] =

{

"pravy predni","",

"pravy zadni","",

"levy predni","",

"levy zadni",""

};

};

};

class cfgModels

{

class Car;

class MAC_M3A1SC: Car

{

sectionsInherit = "";

sections[] =

{

"pravy predni",

"pravy zadni",

"levy predni",

"levy zadni"

};

skeletonName = "MAC_M3A1SC";

class Animations

{

class FrontWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class FrontWheelL

{

type = "rotationX";

source = "wheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class RearWheelR

{

type = "rotationX";

source = "wheel";

selection = "pravy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class RearWheelL

{

type = "rotationX";

source = "wheel";

selection = "levy zadni";

axis = "";

memory = "true";

sourceAddress = "loop";

minValue = 0;

maxValue = 1;

angle0 = 0;

angle1 = "rad -360";

};

class FrontWheelRTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "pravy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

class FrontWheelLTurn

{

type = "rotationY";

source = "drivingWheel";

selection = "levy predni";

axis = "";

memory = "true";

sourceAddress = "clamp";

minValue = -1;

maxValue = 1;

angle0 = "rad 35";

angle1 = "rad -35";

};

};

};

};

class CfgVehicleClasses

{

class MAC_M3A1SC

{

displayName = "MAC_M3A1SC"

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Car: LandVehicle {};

class HMMWV50: Car {};

class HMMWV: HMMWV50 {};

class MAC_M3A1SC: HMMWV

{

vehicleClass = "MAC_M3A1SC";

               displayName="MAC_M3A1SC";

model= \MAC_M3A1SC\MAC_M3A1SC;

side=3;

crew="Civilian4";

maxSpeed=300;

               transportSoldier=0;

};

};

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did you change the proxies to the new ArmA correctly??

i have myself crashes like that with wrong proxy names.

But to be sure, try to put it in the mission editor as empty, if then doesn't crash then probably is proxy related problem.

BTW, it would be very helpful for us in order to understand better the cause of this crash, if you could post as your rpt file, (last run of ArmA with the crash)

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Thanks for reply. The model don't have any proxies. I wanted to test the vehicle without it. I have tried it empty too but it crashes. The model is very simple still, only the hull and wheels. 1.000 LOD with the model and the selections for the wheels, Land Contact with the 4 points selected, Memory with the 8 points selected, and a very simple Geometry LOD with mass added and selection "Component01". The model don't have textures, only the blueprints that I delete when saving the .pbo, or proxies.

What is the rpt file?

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hmm, i can't say much, it could be a missing selection name, it could be evrything, so the best thing to do is to give us a prt of your rpt.

you can find you rpt.

in your corresponding path just mine (for examnple)

C:\Documents and Settings\Sparky\Local Settings\Application Data\ArmA

open the ArmA.rpt, and try to see where you have errors, also if you're confused, just send it over to mine email.

sparky@otenet.gr.

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Great, the .rpt file is a good help. I forgot "isDiscrete = 1;" line of CfgSkeletons.

Now the model works perfectly in ARMA Beta 1.09, but only works empty in ARMA Beta 1.09 Queens Gambit  icon_rolleyes.gif . This is the .rpt:

Quote[/b] ]

=====================================================================

== C:\JUEGOS\ArmA\beta\arma.exe

=====================================================================

Exe version: Sun Feb 03 23:59:54 2008

Item STR_LIB_HILUX listed twice

Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesBasic/DefaultDie/

Updating base class ->Default, by ca\anims\characters\config.bin/CfgMovesMaleSdr/States/Crew/

Updating base class ->MGunCore, by ca\weapons\config.bin/cfgWeapons/MGun/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayLoading/Variants/LoadingOne/controls/CA_TextLoad/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayLoadMission/controls/Title1/

Updating base class RscLoadingText->RscText, by DBE1\Models_DBE1\ui\config.bin/RscDisplayStart/controls/CA_Text/

Applying controller scheme Default

Warning: no idc entry inside class RscDisplayStart/controls/Progress2

Applying controller scheme Default

=======================================================

Date: 02/12/08  Time: 00:29:07

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

Exception code: C0000005 ACCESS_VIOLATION at 005871A1

graphics:  D3D9, Device: NVIDIA GeForce 8800 GTS, Driver:nv4_disp.dll 6.14.10.9728

resolution:  1280x960x32

Addons:

 Datsun_armed_DBE1 in CA\DBE1\datsun_armed\

 Zakladna_DBE1 in DBE1\Models_DBE1\zakladna\, CA_Hotfix in ca\hotfix\

 DBE1 in CA\DBE1\, Desert in ca\desert\, CAIntroAnims in ca\introanims\

 Roads_DBE1 in DBE1\Models_DBE1\roads\, Pila_DBE1 in DBE1\Models_DBE1\pila\

 MAC_M3A1SC in MAC_M3A1SC\, CASounds in ca\sounds\, DBE1_UI in CA\DBE1\ui\

 Desert2_Buildings in ca\Desert2\build\

 CA_Missions_Armory1 in ca\missions\armory1.intro\

 CAweapons3_m107 in CA\weapons3\m107\

 CAweapons3_m16a4_acg in CA\weapons3\m16a4_acg\, CAWheeled in ca\wheeled\

 UH60Desert in DBE1\Models_DBE1\uh60desert\, Desert2_Objects in ca\Desert2\objects\

 CA_Missions in ca\missions\, CARoads in ca\roads\

 CAWheeled3_TT650 in CA\wheeled3\tt650\

 Mercenary_DBE1 in DBE1\Models_DBE1\mercenary\, Models_DBE1 in DBE1\Models_DBE1\

 Anims_DBE1 in DBE1\Models_DBE1\anims\

 Prisoners_DBE1 in DBE1\Models_DBE1\prisoners\, NPCs_DBE1 in DBE1\Models_DBE1\npcs\

 CAAir in ca\air\, CA_Anims in ca\anims\

 Kamenolom_DBE1 in DBE1\Models_DBE1\kamenolom\, Sara_dbe1 in DBE1\Sara_DBE1\

 CAUI in ca\ui\, CAAnimals in CA\animals\

 CA_desert2_Characters in ca\Desert2\characters\, CAWeapons in ca\weapons\

 CAweapons3_m16a4 in CA\weapons3\m16a4\

 CAWeapons3_ammocrates in CA\weapons3\ammocrates\, CAAir3_Su34 in CA\air3\su34\

 CACharacters in ca\characters\, CA_CutSceneAnims in ca\cutSceneAnims\

 DC3_DBE1 in CA\DBE1\dc3\, CASigns in CA\signs\, CAFonts in ca\UIFonts\

 CAweapons3_m16a4_gl in CA\weapons3\m16a4_gl\, CAWeapons3 in CA\weapons3\

 CAWheeled3_M1030 in CA\wheeled3\m1030\, Vysilac_DBE1 in DBE1\Models_DBE1\vysilac\

 CAAir3 in CA\air3\, CAMisc in ca\misc\, CAPlants in CA\plants\, CAVoice in ca\voice\

 CALanguage in ca\language\, CAData in ca\, CAWater in CA\water\

 CAweapons3_aks74pso in CA\weapons3\aks74pso\

 HMMWV_DBE1 in DBE1\Models_DBE1\hmmwv_h1\, CA_Anims_Char in ca\anims\characters\

 CATracked in ca\tracked\, CAweapons3_ksvk in CA\weapons3\ksvk\

 Music_DBE1 in DBE1\Models_DBE1\music\, CAA10 in ca\a10\, Porto in ca\Desert2\

 ploty_DBE1 in DBE1\Models_DBE1\ploty\, CA_AnimsHotfix in ca\animationHotfix\

 6G30_DBE1 in CA\DBE1\6g30\, Sara in ca\sara\, CAWheeled3 in CA\wheeled3\

 Misc_DBE1 in DBE1\Models_DBE1\misc\, UI_DBE1 in DBE1\Models_DBE1\ui\

 CABuildings in ca\buildings\, Hilux_armed_DBE1 in CA\DBE1\hilux_armed\

 CARocks in Ca\Rocks\, CAweapons3_m16a4_acg_gl in CA\weapons3\m16a4_acg_gl\

Mods: CA;beta;@TEST;DBE1

Distribution: 1292

Version 1.09.5208

Fault address:  005871A1 01:001861A1 C:\JUEGOS\ArmA\beta\arma.exe

file:    

world:    Intro

Prev. code bytes: 11 46 28 F3 0F 10 45 EC F3 0F 11 46 2C 8B 4B 30

Fault code bytes: FF 71 78 8B 07 FF 75 F8 8B CF 56 FF 90 B8 02 00

Registers:

EAX:0125E9C8 EBX:02799FCC

ECX:0000DD00 EDX:0125E7E4

ESI:0125E9C8 EDI:10A94000

CS:EIP:001B:005871A1

SS:ESP:0023:0125E7C8  EBP:0125E80C

DS:0023  ES:0023  FS:003B  GS:0000

Flags:00010202

=======================================================

note: Minidump has been generated into the file C:\Documents and Settings\Propietario\Configuración local\Datos de programa\ArmA\arma.mdmp

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Finally I changed something in SkeletonBones, and add view pilot LOD to the model, and now is fully working.

If someone needs help making a working car addon, just tell me.

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