A Community discussion forum for Halo Custom Edition, Halo 2 Vista, Portal and Halo Machinima

Home  Search Register  Login Member ListRecent Posts
  
 
»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Turret exception help

Author Topic: Turret exception help (6 messages, Page 1 of 1)
Moderators: Dennis

OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jan 11, 2012 07:12 PM    Msg. 1 of 6       
Hello, i've posted a similar question about 1 year ago and eventually found a fix that worked but it seems that it was only in that case.

Basically, I've created a few turrets (4) for upcoming projects. All of them had the exact same issue: Upon exiting the turret, an exception would occur;


Quote: 01.11.12 18:37:43 EAX: 0x3DDE6847
01.11.12 18:37:43 EBX: 0xE2830014
01.11.12 18:37:43 ECX: 0x0012EE50
01.11.12 18:37:43 EDX: 0x0012EEAC
01.11.12 18:37:43 EDI: 0x0012EEAC
01.11.12 18:37:43 ESI: 0x097247C8
01.11.12 18:37:43 EBP: 0x0012EE20
01.11.12 18:37:43 ESP: 0x0012EDB0
01.11.12 18:37:43 EIP: 0x0059A15E, 8B 90 8C 02 ?????
01.11.12 18:37:43 0065230D ?????
01.11.12 18:37:43 EXCEPTION_ACCESS_VIOLATION



This happens exactly when the player is about to leave the turret, just before the player regains control. This is true for AI, any biped. Weird things also happen: If the biped is Killed (unit_kill) then he dies, his body fall and no exception occurs. If through sapien you scroll to have him respawn, no issue again. If you quickly (vehicle_load_magic) the unit and then just as he gets on board and finally assumes control, do (vehicle_unload) then he will get out harmless as long as the turret's rotation has not started.

Here are a couple pictures of both situations:

Just after the enter animation is complete


Beginning of the Exit animation


3~4 frames later, Exception. only halfway through the full exit anim





What fixed my other turret somehow was to move backward the nodes that kept the players to the turret to avoid any intersection with the model. While it somehow worked for it, it doesn't for this one or the others. Also note, none of my turrets use collision models.






Any help appreciated,



--OpsY


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 11, 2012 07:43 PM    Msg. 2 of 6       
This is probably a stupid question, but does it have collision model?


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jan 11, 2012 07:57 PM    Msg. 3 of 6       
Nope. I have one made for it but am not using it in these test builds.

and for the record since my original post might not be totally clear about it, I tryed moving the driver nodes up 500 units to be 1000% sure that wasn't the issue
Edited by OpsY on Jan 11, 2012 at 08:00 PM


Nickster5000
Joined: Dec 11, 2010


Posted: Jan 11, 2012 08:18 PM    Msg. 4 of 6       
You need to have a collision model.

When you add one, the exceptioning should stop.


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 11, 2012 08:32 PM    Msg. 5 of 6       
Quote: --- Original message by: ODST_Nick
You need to have a collision model.

When you add one, the exceptioning should stop.


^ This. If a vehicle does not have a collision model. it will cause exceptions every time you exit it. I'm not sure exactly why this happens, but it is the cause of the issue.


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: Jan 11, 2012 09:03 PM    Msg. 6 of 6       
Thanks to both of you, that was it. My guess is I was stupid enough to delete the coll AND move the nodes at the same time which fixed one error while creating the other. Either way, many thanks

 

 
Previous Older Thread    Next newer Thread







Time: Fri January 20, 2023 1:09 AM 125 ms.
A Halo Maps Website