
game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jul 7, 2012 09:44 AM
Msg. 1 of 8
These two maps have been crashing time and again for certain people while it works fine for me. However, when I play it on a custom gametype, it crashes. What's going on? MAPS: Halo skillz Zombies
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jul 7, 2012 09:00 PM
Msg. 2 of 8
But it's just the stock ratrace map with a bunch of AI. Will post scripts later.
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 7, 2012 10:04 PM
Msg. 3 of 8
Quote: --- Original message by: game user10 But it's just the stock ratrace map with a bunch of AI. Will post scripts later. AI don't work online over a server.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jul 8, 2012 02:32 AM
Msg. 4 of 8
I don't want it to work online... I just want it to plain work... Check the map's scenario file. Here are the scripts: Halo_skillz (global short number 0) (global boolean lucariojoined false)
(script startup slayeraienhancements (ai_set_respawn "Player1" true) (ai_set_respawn "Player2" true) (ai_set_respawn "Player3" true) (ai_set_respawn "Player4" true) (ai_set_respawn "Player5" true) (sleep 90) (ai_magically_see_players "Player1") (ai_magically_see_players "Player2") (ai_magically_see_players "Player3") (ai_magically_see_players "Player4") (ai_magically_see_players "Player5") (ai_force_active "Player1" True) (ai_force_active "Player2" True) (ai_force_active "Player3" True) (ai_force_active "Player4" True) (ai_force_active "Player5" True) )
(script startup mapstartup (sleep_until (= (list_count (players)) player_spawn_count) 15) (set cheat_infinite_ammo 1) (object_teleport (unit (list_get (players) 0)) Startpoint) )
(script continuous lucario (sleep_until (= lucariojoined false)) (sleep 900) (if (>= (real_random_range 0 1) 0.5) (set lucariojoined true) ) )
(script continuous lucariospawn (sleep_until lucariojoined) (sv_say "Welcome bipedhax") (ai_set_respawn "Lucario" true) (ai_force_active "Lucario" true) (ai_magically_see_players "Lucario") (sleep_until (= lucariojoined false)) )
(script continuous lucarioquits (sleep_until lucariojoined) (sleep 250) (sleep_until (ai_living_count "Lucario") 0) (sleep 150) (sleep_until (ai_living_count "Lucario") 0) (sleep 150) (ai_set_respawn "Lucario" false) (sleep_until (ai_living_count "Lucario") 0) (sleep 120) (sv_say "bipedhax quit") (set lucariojoined false) ) Zombies: (global short regen_level 0) (global boolean playeriscamping false)
(script static unit player0 (unit (list_get (players) 0)) )
(script startup zombiesaienhancements (ai_set_respawn "Zombies" true) (sleep 30) (ai_magically_see_players "Zombies") (ai_force_active "Zombies" true) )
(script startup mapstartup (sleep_until (= (list_count (players)) player_spawn_count) 15) (set cheat_infinite_ammo 1) (object_teleport (unit (list_get (players) 0)) Startpoint) )
(script continuous anticamp (sleep_until (volume_test_objects Campcheck (players))) (sleep 300) (if (volume_test_objects Campcheck (players)) (set playeriscamping true) ) )
(script continuous anticamp1 (sleep_until playeriscamping) (ai_set_respawn "Anti-camp" true) (sleep_until (= (volume_test_objects Campcheck (players)) 0)) (set playeriscamping false) )
(script continuous eraseanticamp (sleep_until (= playeriscamping 0)) (ai_set_respawn "Anti-camp" false) (ai_erase "anti-camp") )
(script continuous CMT_healthregen (set regen_level 2) (sleep_until (>= (unit_get_shield (player0)) 1)) (sleep 30) (if (and (> regen_level 0) (>= (unit_get_shield (player0)) 1)) (begin (if (and (>= regen_level 2) (>= (unit_get_health (player0)) 0.60) (< (unit_get_health (player0)) 1)) (unit_set_current_vitality (player0) (+ (* (unit_get_health (player0)) 75) 3) (* (unit_get_shield (player0)) 100)) (if (and (>= regen_level 2) (>= (unit_get_health (player0)) 0.30) (< (unit_get_health (player0)) 0.66)) (unit_set_current_vitality (player0) (+ (* (unit_get_health (player0)) 75) 3) (* (unit_get_shield (player0)) 100)) (if (and (>= regen_level 1) (> (unit_get_health (player0)) 0) (< (unit_get_health (player0)) 0.33)) (unit_set_current_vitality (player0) (+ (* (unit_get_health (player0)) 75) 3) (* (unit_get_shield (player0)) 100)) ) ) ) ) ) )
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Jul 8, 2012 03:15 AM
Msg. 5 of 8
I'm just saying. It might be (and probably is) exceptioning because of the AI.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jul 8, 2012 07:27 AM
Msg. 6 of 8
Then how come it works perfectly fine for me...
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kirby_422
Joined: Jan 22, 2006
Apparently public enemy number 1?
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Posted: Jul 8, 2012 03:56 PM
Msg. 7 of 8
Quote: --- Original message by: waffles kirby-sama! i call upon thee! The issue isn't the scripts (although they could be optimized to save space). Have you checked that it has the netgame equipment for the custom gametypes you are creating? What conditions are you setting for these custom gametypes that end up crashing compared to those that dont crash? Where the maps compiled over the size limit? etc. Give us details rather than simply stating you have problems.
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Jul 9, 2012 02:40 AM
Msg. 8 of 8
Really, just the stock map with some AI, nothing else (although optimized scripts could come in handy). I did no modifications to the netgame equipment. The custom gametype I'm using is merely the default Slayer gametype with no timelimit and a motion sensor.
Edit: Forgot to say, not over the map limit, friends actually surprised it's below 10MB. Edited by game user10 on Jul 9, 2012 at 02:44 AM
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