This happened when i tried to set a building as a scrapClass object. didnt work too well! destroyed the original object then got this AV:
ERR |Debug | debug:765 |13:39:31|83655 |[ E X C E P T I O N ]
ERR |GLOBAL | i76win:80 |13:39:31|83655 |Patch 1.3pb3 EDITOR Aug 10 2006 08:26:12
ERR |Debug | debug:885 |13:39:31|83655 |Type: ACCESS VIOLATION
ERR |Debug | debug:886 |13:39:31|83655 |Info: READING from 00000000h
ERR |Debug | debug:410 |13:39:31|83655 |CallStack:
ERR |Debug | debug:552 |13:39:31|83656 |0049865C +0013 bz2edit.exe EXE GameObjectClass.obj public: class GameObject * __thiscall GameObjectClass::Build(struct Matrix const &,int,int,int,char *)
ERR |Debug | debug:552 |13:39:31|83656 |004A9443 +0044 bz2edit.exe EXE PoweredBuilding.obj public: void __thiscall PoweredBuilding::AddPowerObject(int)
ERR |Debug | debug:552 |13:39:31|83656 |004A93EF +001C bz2edit.exe EXE PoweredBuilding.obj public: class GameObject * __thiscall PoweredBuilding::GetPowerObject(int)
ERR |Debug | debug:552 |13:39:31|83673 |004AEFBD +01F3 bz2edit.exe EXE ScrapField.obj void __fastcall MakeScrapField(char,struct Vector,int,class GameObjectClass *,class GameObjectClass *,class GameObjectClass *)
ERR |Debug | debug:552 |13:39:31|83674 |00484961 +0091 bz2edit.exe EXE Craft.obj public: virtual void __thiscall Craft::Explode(void)
ERR |Debug | debug:552 |13:39:31|83674 |00483EFD +0334 bz2edit.exe EXE Craft.obj public: virtual void __thiscall Craft::Simulate(float)
ERR |Debug | debug:552 |13:39:31|83674 |004B8B1A +016C bz2edit.exe EXE TurretCraft.obj public: virtual void __thiscall TurretCraft::Simulate(float)
ERR |Debug | debug:552 |13:39:31|83675 |004E7164 +0157 bz2edit.exe EXE entities.obj public: static void __fastcall ENTITY::SimulateAllLocal(float)
ERR |Debug | debug:552 |13:39:31|83676 |0046DC9B +00C5 bz2edit.exe EXE MissionHandler.obj void __fastcall MoveOneTurn(void)
ERR |Debug | debug:552 |13:39:31|83680 |005501B0 +0130 bz2edit.exe main runcodes.obj public: void __thiscall RunCodes::Process(void)
ERR |Debug | debug:552 |13:39:31|83680 |0046C305 +000B bz2edit.exe EXE MissionHandler.obj public: static void __fastcall MissionHandler::Process(void)
ERR |Debug | debug:552 |13:39:31|83680 |0054FCB8 +004B bz2edit.exe main mainproc.obj public: static void __fastcall Main::MessagePump(void)
ERR |Debug | debug:552 |13:39:31|83686 |00458549 +0061 bz2edit.exe EXE void __cdecl AppStart(struct HINSTANCE__ *)
ERR |Debug | debug:552 |13:39:31|83693 |005D39D7 +0177 bz2edit.exe LIBCMT wincrt0.obj ___tmainCRTStartup
ERR |Debug | debug:552 |13:39:31|83693 |76F73833 +76F73833 kernel32.dll [Unknown] [Unknown] [Unknown]
ERR |Debug | debug:552 |13:39:31|83693 |77A7A9BD +77A7A9BD ntdll.dll [Unknown] [Unknown] [Unknown]
ERR |Debug | debug:433 |13:39:31|83693 |Registers:
ERR |Debug | debug:434 |13:39:31|83693 |EAX: 00000000h CS: 0000001Bh DS: 00000023h
ERR |Debug | debug:435 |13:39:31|83693 |EBX: 00000000h EIP: 0049865Ch ES: 00000023h
ERR |Debug | debug:436 |13:39:31|83693 |ECX: 00000000h SS: 00000023h FS: 0000003Bh
ERR |Debug | debug:437 |13:39:31|83693 |EDX: 0225F820h EBP: 0225F800h GS: 00000000h
ERR |Debug | debug:438 |13:39:31|83693 |ESI: 0225F820h ESP: 0225F7C8h
ERR |Debug | debug:439 |13:39:31|83693 |EDI: 00000000h
ERR |Debug | debug:449 |13:39:31|83693 | CF: 00210216h PF:0 AF:1 ZF:1 SF:0 OF:0
DIAG|Main | mainproc:158 |13:39:31|83712 |Entering critical shutdown
My first thought for that would be that Scrap can't own terrain... make sure the building doesn't have a terrain__h, or use
[GameObjectClass]
ownsTerrain = 0
-Av-
Scrap is scrap, buildings are buildings, if you want a building to be scrap, shoot it... :-D
didnt work anyway
f*cked up because scrap gets tossed all over the place
cbf with it, just going to tap a frikkin m-curtain instead
thats the only way to do it unfortunately
yeh tis a shame becos i was going to destroy the shield generator separately. me and Zero had a few ideas but none worked.
all i can say is be prepared for a starship onslaught when i work out how to do these badboys =]
You could just have the dll replace the building with a new version of itself with the shield part of it is destroyed, thus that would restore the physics functionality of it so you can actually hit the building then at that point. Could probably do something similarish with vehicles...
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Let me make sure I have this straight...
You want a 'shield' that surrounds a building that can be destroyed by shooting it... such that the 'shield generator' is destroyed when the shield takes enough of a hit.
It has to fit the building, though, it can't be a box or bubble?
-Av-
i'd imagine a bubble could work well, but i think he wants a shield render like scion shields for it too....mmmm
no i DO want the bubble... you know how the scion shields look? i want that on a building, simple as..
i jutt want the effect you get when its shot, the ripple thing using the bulhit.tga texture
well
if u JUST want the effect...hmm
i know buildings CAN use scion style shields....
The Force shield has a nice effect.
yeh but you dotn get the ripples when you shoot it do you? thats the prob