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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »AI exeception error?

Author Topic: AI exeception error? (13 messages, Page 1 of 1)
Moderators: Dennis

megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Aug 11, 2008 04:51 PM    Msg. 1 of 13       
I get a random exception error when ever I run through this script

(script startup covy2
(sleep_until (volume_test_objects covy2 (players))15)
(ai_place covy2)
(game_save)
)


It worked before, I just removed a script where some of the AI's get into a warthog, now I keep getting an exception error. These AI work before after removing part of the script. Im not even sure If it is the Ai's. The map work's fine itself.

I just walk through the trigger volume, then it goes: Check point... done. Then closes.
Tool has no problems compiling it

Couldn't read map file './toolbeta.map'
culling uncompressed model vertices...done
culling uncompressed structure bsp vertices...done
culling uncompressed model animation data...done
building predicted resources for structures...done
structure bsp 'levels\takedown\takedowna' is 8.02M
structure bsp 'levels\takedown\takedownb' is 5.31M
tag headers and names are 0.31M
streaming model vertex and index buffers...done
streaming tags......................................done
writing vertex and index buffers...done 13.67M
writing tags...done (3870 tags for 14.58M)
total tag size is 22.60M (0.40M free)
compressing 129.26M...done
successfully built cache file.
Cache pack file bitmaps hits: 726 for 46.92M
Cache pack file bitmaps adds/misses: 420 for 26.68M
Cache pack file sounds hits: 510 for 11.67M
Cache pack file sounds adds/misses: 2328 for 62.20M
Cache pack file loc hits: 52 for 0.11M
Cache pack file loc adds/misses: 12 for 0.01M


Why do I keep getting this error?


lordofblake
Joined: Jan 6, 2008

Nice Tongue


Posted: Aug 11, 2008 05:45 PM    Msg. 2 of 13       
post your debug.txt file.


megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Aug 11, 2008 06:17 PM    Msg. 3 of 13       
08.11.08 16:32:13  guerilla pc 01.00.00.0609 ----------------------------------------------
08.11.08 16:32:13 reference function: _write_to_error_file
08.11.08 16:32:13 reference address: 4011a4
08.11.08 16:32:13 Couldn't read map file './guerillabeta.map'


08.11.08 16:32:55 tool pc 01.00.00.0609 ----------------------------------------------
08.11.08 16:32:55 reference function: _write_to_error_file
08.11.08 16:32:55 reference address: 42ca20
08.11.08 16:32:55 Couldn't read map file './toolbeta.map'
08.11.08 16:33:07 ERROR sound\dialog\sargeant\conditional\combat\attempted_flee: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 12, 2008 02:45 PM    Msg. 4 of 13       
lol, Idont script so I would not know


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 12, 2008 03:08 PM    Msg. 5 of 13       
Quote: --- Original message by: megahalofan12
08.11.08 16:32:13 guerilla pc 01.00.00.0609 ----------------------------------------------
08.11.08 16:32:13 reference function: _write_to_error_file
08.11.08 16:32:13 reference address: 4011a4
08.11.08 16:32:13 Couldn't read map file './guerillabeta.map'


08.11.08 16:32:55 tool pc 01.00.00.0609 ----------------------------------------------
08.11.08 16:32:55 reference function: _write_to_error_file
08.11.08 16:32:55 reference address: 42ca20
08.11.08 16:32:55 Couldn't read map file './toolbeta.map'
08.11.08 16:33:07 ERROR sound\dialog\sargeant\conditional\combat\attempted_flee: speech must be mono, 22kHz. (ask matt if you didn't do this by accident)


Just look for sound tag in bold, and re-save it from whatever sound program you used to record it with as 22khz sample rate and Mono channels. Then re-import it into the sound tag and re-compile the map. That should work; it probably had nothing to do with your script.


Dragonmaster91
Joined: Jul 26, 2008

"Q, what nonsense is this?!"


Posted: Aug 12, 2008 03:13 PM    Msg. 6 of 13       
^ he knows more than me


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 12, 2008 03:51 PM    Msg. 7 of 13       
I got those errors all the time, was too lazy to fix them for a while. They don't cause exceptions, and exception errors that take place during the course of the game don't record anything to the debug.txt file.

Try removing certain things from that point in the level and see what happens. With those, when the cause isn't that obvious, you basically have to play a guessing game. It's aggravating, but it's (as far as I know) the only way to go about it.


megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Aug 12, 2008 05:29 PM    Msg. 8 of 13       
I know now what I think may be causing the problem. When I switch to BSP 1, and right where BSP 0 ends, I get an error and It closes. I will try replacing BSP 1 sometime soon if that may help. And its ingame error, not an tool/sapein/gurailla error so its not going to be in debug.

Do you think why its having trouble switching fully to BSP 1?
Scripts works fine switching to BSP 1, just where BSP 0 Would end (if it was still that bsp) I get an error.

I don't want to give up on this map just yet
Edited by megahalofan12 on Aug 12, 2008 at 05:31 PM


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 12, 2008 11:33 PM    Msg. 9 of 13       
Are you sure it's the BSP? Were you able to access that BSP before?


megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Aug 13, 2008 09:21 PM    Msg. 10 of 13       
I could before, but thats the only thing there. Just that bsp switch. No AI's, Biped, Vehicles, Flags, or Trigger Volumes anywhere near that area.


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 14, 2008 01:09 PM    Msg. 11 of 13       
Hm.

Yeah, I'm stumped. Any scenery, items, device machines, etc. near that area?

Basically, is there anything at all, aside from what you mentioned, near that area? I'd even check the bitmaps and ambient sounds if I were you - anything could be wrong. Does the second BSP utilize a different sky? If so, check the sky and see what could be wrong.

Sorry I can't be of more help.


megahalofan12
Joined: May 21, 2008

Xbox Live/Xfire is: matthewdratt


Posted: Aug 14, 2008 04:52 PM    Msg. 12 of 13       
U can change the sky through the bsp?


Ermac
Joined: Nov 24, 2006

Pops up from time to time


Posted: Aug 14, 2008 05:40 PM    Msg. 13 of 13       
Yeah, in the scenario_structure_bsp file, you can assign a sky to the BSP. Scroll down to the 'Clusters' section. It's the first option there. You put the number there that corresponds to the sky you want that's in the scenario file, and that's the one that will be used.

 

 
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