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Offline Platoon Patton

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Searching for General Barron part 2 :D
« on: 16 Oct 2004, 15:35:04 »
General,

I have a few ideas for your generic fire script in MP missions,but I have a few probs:

**When I try it in the beginning of the mission,so we can see it in the intro OFP freezes and I have to reboot.
From .rpt:
Registers:
EAX:1DE9945C EBX:1C6F1500
ECX:1DE93600 EDX:0000000B
ESI:17729F60 EDI:00000000
CS:EIP:001B:0053C106
SS:ESP:0023:0012F7B0  EBP:000017A2
DS:0023  ES:0023  FS:003B  GS:0000
Flags:00000206
===FROZEN====>>>>>>END
===FROZEN====>>>>>>BEG
Version 1.96
Fault address:  7C90EB94 01:0000DB94 C:\WINDOWS\system32\ntdll.dll
file:     c&h@ 34 ecl A Bridge Too Far beta 1.7
world:    trinity
Prev. code bytes: 49 00 90 90 90 90 90 8B D4 0F 34 90 90 90 90 90
Fault code bytes: C3 8D A4 24 00 00 00 00 8D 64 24 00 90 90 90 90

Script called in the init of a fire with [getpos this, 0.5, 60] exec "fireEffect.sqs"

**Secondly I tried your script in a Combi map (CTF with 1 extra C&H flag).I would like to see a short outburst of fire when U change the C&H flag.The mission starts,but when I try to change the flag I recieve this error:


The error |#| is situated before (_center select 1),but how can I see the whole line ???I only have a 19 inch screen and this line is 2.5 meters long  :P

Script called in C&H script with  [(getpos flag1),1.2,5] exec "fireEffect.sqs"

Hope it can work in MP maps,I have lots of ideas for this nice script  :)
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DBR_ONIX

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Re:Searching for General Barron part 2 :D
« Reply #1 on: 16 Oct 2004, 15:42:02 »
Hmm, isn't there a log or something ofp creates if an error occurs?
I've had this problem before too, but worked out what was wrong without the error message
Hmm, what about increasing you screen res to something higher temp' while you get the error message?

Thats the only thing I can think off  :-\
Or maybe post the code here thats causing the error?
- Ben
[Edit, saw you looked at the ofp.rpt log.. Nothing in there no? :(
Erm, maybe it makes a temp file when an error occurs.. You can't alt-tab and check, no?]
« Last Edit: 16 Oct 2004, 15:42:47 by DBR_ONIX »

Offline h-

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Re:Searching for General Barron part 2 :D
« Reply #2 on: 16 Oct 2004, 22:05:41 »
As far as I know, OFP does not create error.log for the sqs/sqf code...
Which is a bitch because the drop is indeed 2.5 meters long, and if you have multiple of them it can be 100 meters long...

So, switching to screen resolution of 817659176926712 x 10892410230219030 might help ::) ;D
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Offline Platoon Patton

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Re:Searching for General Barron part 2 :D
« Reply #3 on: 17 Oct 2004, 14:23:07 »
Unfortunately my monitor doesnt support tha reso  ;D

***Aha,found this:
Quote
General Barron  August 11, 2004, 22:18  
OFP BUG ALERT

Finding this one out was a real PITA:
Apparently, OFP runs code in init fields BEFORE it creates arrays. Thus, if you try to, say, execute a script from a unit's init field, and pass that script an array that you also create in an init field, that script will be passed a null variable, which will stay null.

So basically, when executing scripts with arrays in their params, run them from a trigger, or after a delay in init.sqs.

That prolly explains why OFP freezes.
Now the error...
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Offline General Barron

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Re:Searching for General Barron part 2 :D
« Reply #4 on: 19 Oct 2004, 22:44:54 »
Wow, okay, that's a weird subject title to see when you open up the forums.... and then to see it twice in like a week. You know, there is a messenger feature on this site, for private messages  :o.

But that's okay. Anyway, looking at how you are calling the script, I don't think it has anything to do with arrays. I actually don't see anything wrong with how you are using it, and the error is... puzzling... because I would think the |#| would go next to the first getpos, not the second...

Yeah, so without actually seeing the mission, I'd suspect that it is some kind of problem relating to MP. I have absolutely NO experience with MP editing though, so I don't think I can help you out there. All I can say is you might need to ensure the script is only run on the server, by running it from a server-init script of sorts, if you have one. But then only the server would be able to see the fire (so I hear), unfortunately... I guess I really should learn how MP works once and for all, so I can make stuff MP compatible....

I actually should put a disclaimer on all my scripts ("This script is not tested in MP"), but I've always assumed that if someone was making an MP map, they would (somehow) be able to tell whether or not the script would work in mp.  :-X

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