Hey all, working on getting radiation to come from "ground zero" of my nukes, the problem? Any time I try to spawn the mines (even the stock gasbomb2 for a test), the game completely freezes up and I have to ctrl+alt+delete and end the instance of battlezone.
The changelog isnt helping except to help me find this stuff:
[GameObjectClass]
ScrapClass1 = "" // Scrap generated when this object goes boom. Unspecified = use default
ScrapClass2 = "" // Scrap generated when this object goes boom. Unspecified = use default
ScrapClass3 = "" // Scrap generated when this object goes boom. Unspecified = use default
The only problem is, it either doesnt spawn what I tell it to or just locks up the game.
Anyone ever get this feature to work with non-scrap objects in 1.3pb3? Before the board was wiped I saw a lot of techniques about it, but I forget just how it was impletmented.
Here is the missile code, anything wrong?
[GameObjectClass]
geometryName = "irocketemit.xsi"
geometryScale = 0.03
animCount = 1
animName1 = "forward"
animFile1 = "irocketemit.xsi"
classLabel = "wingman" //"daywrecker"
scrapCost = 75
scrapValue = 5
maxHealth = 100
maxAmmo = 0
unitName = "Nuclear Weapon"
aiName = "PowerUpProcess"
explosionName = "xnukexpl_srv"
needpilot = 0
caninteract = 1
candetect = 1
heatsignature = 10
imagesignature = 10
radarsignature = 10
needgroup = 0
isgrouped = 0
DAMAGE_SCALE = 10
scrapclass1 = "nshockmin"
scrapclass2 = "nshockmin"
scrapclass3 = "nshockmin"
requireCount = 0
requireName1 = "ibfact"
requireText1 = "Build Factory"
requireName2 = "ibarmo"
requireText2 = "Build Armory"
requireName3 = "ibcbun"
requireText3 = "Build CommBunker"
requireName4 = "ibsbay"
requireText4 = "Build Service Bay"
requireName5 = "rcen"
requireText5 = "Build Research Center"
effectHard1 = "hp_emit_1"
effectName1 = "apnuke_srv.render"
[Render]
renderBase = "draw_multi"
renderCount = 5
//renderName1 = "apnuke_srv.rocket"
renderName1 = "apnuke_srv.flare"
renderName2 = "apnuke_srv.smoke"
renderName3 = "apnuke_srv.flame"
renderName4 = "apnuke_srv.launch"
renderName5 = "apnuke_srv.launchplume1"
[Rocket]
renderBase = "draw_geom"
geomName = "irocketshell.xsi"
texturename = "ibextw01.tga"
//textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "96 96 96 25500"
finishColor = "96 96 96 25500"
startRadius = 0.03
finishRadius = 0.03
animateTime = 1
[Flare]
renderBase = "draw_sprite"
textureName = "flare.tga"
textureBlend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "255 255 255 255"
startRadius = 7.5
finishRadius = 7.5
[Smoke]
renderBase = "draw_twirl_trail"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "31 31 31 200"
finishColor = "128 128 128 0"
startRadius = 1
finishRadius = 30.0
animateTime = 10
emitDelay = 0.04
emitVelocity = "0.0 0.0 0.0"
emitVariance = "3.50 3.50 2.50"
emitInherit = "-0.01 -.01 -.01"
emitLife = 10
maxDist = 1000
[Flame]
renderBase = "draw_twirl_trail"
textureName = "flame.tga"
textureBlend = "one one modulate"
startColor = "255 64 0 2550"
finishColor = "255 0 0 0"
startRadius = 2
finishRadius = 0.2
animateTime = 0.3
emitDelay = 0.005
emitVelocity = "0.0 0.0 0.0"
emitVariance = "3.0 3.0 2.0"
emitLife = 0.3
maxDist = 1000
[Launch]
simulateBase = "sim_dust"
lifeTime = .1
renderBase = "draw_emit"
emitName = "apnuke_srv.launch2"
emitDelay = 9e9
emitVelocity = "0.0 0.0 0.0"
emitVariance = "0.0 0.0 0.0"
emitLife = 0.1
maxDist = 1000
[Launch2]
simulateBase = "sim_dust"
lifeTime = 0.1
renderBase = "draw_emit"
emitName = "apnuke_srv.launchcloud"
emitDelay = 0.0001
emitVelocity = "0 0 0"
emitVariance = "750.0 0.0 750.0"
emitLife = 15
[LaunchCloud]
simulateBase = "sim_dust"
lifeTime = 15.0
renderBase = "draw_sprite"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "31 31 31 255"
finishColor = "128 128 128 0"
startRadius = 10.0
finishRadius = 30.0
animateTime = 15.0
[LaunchPlume1]
simulateBase = "sim_dust"
lifeTime = .1
renderBase = "draw_emit"
emitName = "apnuke_srv.launchPlume2"
emitDelay = 9e9
emitVelocity = "0.0 0.0 0.0"
emitVariance = "0.0 0.0 0.0"
emitLife = 0.1
maxDist = 1000
[LaunchPlume2]
simulateBase = "sim_smoke"
lifeTime = 0.1
renderBase = "draw_emit"
emitName = "apnuke_srv.launchPlume"
emitDelay = 0.0001
emitVelocity = "0 0 0"
emitVariance = "10.0 25.0 10.0"
emitLife = 15
[LaunchPlume]
simulateBase = "sim_smoke"
lifeTime = 15
renderBase = "draw_twirl"
textureName = "smoke.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "31 31 31 255"
finishColor = "128 128 128 0"
startRadius = 10
finishRadius = 25
animateTime = 15.0
rotationRate = 0.1
[CraftClass]
xplCrash = ""
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f
engageRange = 120
DoBettyLost = False
BailSound = "empty.wav"
ExplodeSound = "empty.wav"
DAMAGE_SCALE = 10
//attackTask = "AssaultTankAttack"
//subAttackTask = "SupportSubAttack"
//subAttackClass = "ANS"
attackTask = "MortarBikeAttack"
subAttackTask = "MortarBikeSubAttack"
subAttackClass = "ANS"
// subAttackClass uses 3 letters.
// 1st letter is either A or N. A is include Air targets.
N is attack ground only.
// 2nd letter is either D or N. D is to deploy before attacking.
N for regular attack.
// 3rd letter is either S or N. S is to use Weapon Range.
N is use the Engage Range to attack.
braccelFactor = 0.03
velFactor = 0.2
steerFactor = 1.5
omegaFactor = 0.2
strafeFactor = 0.2
avoidSpeed = 20;
topSpeed = 30;
selectWaitMsg = ""
selectAttackMsg = ""
selectFollowMsg = ""
selectGoMsg = ""
selectOtherMsg = ""
holdMsg = ""
goMsg = ""
attackMsg = ""
followMeMsg = ""
followMsg = ""
repairMsg = ""
reloadMsg = ""
rescueMsg = ""
recycleMsg = ""
otherMsg = ""
holdMsg = ""
user1Msg = ""
killedMsg = ""
diedMsg = ""
[HoverCraftClass]
DAMAGE_SCALE = 10
velocForward = 28.5 // []
velocReverse = 20.0 // []
velocStrafe = 16.0 // []
accelThrust = 24.0 //acceleration []
accelDragStop = 6.0 //how fast it stops once hands are off controls []
accelJump = 15.0 // []
setAltitude = 0.01 // how high off the ground
alphaTrack = 21.0 //springs speed it rights itself []
alphaDamp = 8.0 //shocks []
pitchPitch = 0.25 //nose up []
pitchThrust = 10 //nose down []
rollStrafe = 0.08 //rolls while strafing []
omegaSpin = 6.0 //spinning in place speed []
omegaTurn = 2.3 //turning while moving speed []
alphaSteer = 7.0 //how fast it responds to steering []
rollSteer = 0.08 //rolls while steering []
soundThrust = "ssmfly.wav"
soundTurbo = "ssmfly.wav"
not sure if scrapclass can spawn a vehicle....o.0
ive had it spawn buildings
try spawning an isdf scout or something to test it
Just the be certain, make sure it's spawning an object, and not an ordnance.
Just out of curiosity, is wingman class allowed to use PowerupProcess as an AI? I've never seen that happen before.
It has worked so far, but maybe that AI process somehow interfears with the scrap class (I doubt it, but powerups don't leave scrap).
try tugprocess
PowerupProcess objects can leave scrap, I set the value to 5 and a single glop of scrap spawns every time.
@GBD: nshockmin is a mine, not a vehicle, whered you get vehicle from anyway?
classlabel = "wingman" is a vehicle...
no GBD - that is the missile - what it leaves behind is a mine -- and steeveeo - wont the mine be destroyed by its own radiation??
and perhaps you could try it creating a 'powered' class building which creates an object spawn as a tap just before it is destroyed and the spawn will create the mine after the nuke has subsided (because object spawns are invincible and wont be destroyed by the nuke)
The mines would be set to 0 health and thus last until their lifespan ran out.
They would be an other neutral side so anything killed by them would be killed by a natural or neutral phenomenon (radiation).
the only other time that the game freezes on me is if it has a bad sound file called for...
When you fall victim to such a crash the first thing to do is drop back to stock objects as much as possible. Replace the scrap called in the odf with actual scrap, see if it works.
If it does try a stock "i76building" class building, see if it works.
If it does try a stock mine, see if it works.
etc...
Work your way back up to your custom objects, to narrow down the real issue.
-Av-
thats exactly what i do
@Avatar:
QuotePowerupProcess objects can leave scrap, I set the value to 5 and a single glop of scrap spawns every time.
QuoteAny time I try to spawn the mines (even the stock gasbomb2 for a test), the game completely freezes up
Havent tried the i76building yet.
It seems to be a problem with spawning spraybuilding classes so far...
BTW, Im not on a very good comp at the moment so I will take notes until I get back to home base.
I believe scrapClass must be scrap. If it is not, bz2 goes into an infinite loop causing the freezing. That is my guess anyways.
no cmdo - i had an isdf tank which would leave behind the 'petank' (the derelict one from the first pluto missions) and that was a building - it does work
Can someone else attempt to have a vehicle with powerupprocess spawn the mine gasbomb2 as a scrapclass? I wanna see if its a particle and/or system issue.
Anybody got results or what?
i gave it a shot - it froze like you said....weird
huh...strange...I guess its not the massive particle counts of the nuke...
I'll try i76building when I get back home.
yay, it works now! AND I made a nice little (read: gigantic) shockwave thats quite reminicent of COD4 ^_^