Coronaextra Posted July 22, 2010 Report Share Posted July 22, 2010 Hello, I am having a problem regarding using custom kits and weapons in singleplayer. I have a map that works great in all game modes with no problems. I added custom kits and weapons to it and it works fine in conquest only. When I attempt to load a singleplayer game it will load all the way to the spawn screen and then produce the error below when hitting "ok" in both windowed mode and Debug. Debug produces no log file. This is my first map with AI and it is entirely possible that I did it wrong, but it does seem to work fine without the added kits/weapons. Keep in mind that I do not have 3dMax (which seems to be the program all the AI tutorials use). I had it several times before but Autodesk wont let me have anymore trial versions (I guess they are on to me) and I'd have to sell my car to actually buy it. I moved the largest island files from Infantry and Vehicles to the output folder before I ran FixNavmesh. I dont know if thats causing the problem but it does work ingame.. so I dunno. Help is always appreciated. Thanks Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted July 22, 2010 Report Share Posted July 22, 2010 Mmmh this could be an init-related error. My friend only used 3 weapons for the spawn screen before, and the ai crashed because it couldn't load kit #4. The bots don't see the spawn screen. To help further post the init.con and the kit coding Quote Link to comment Share on other sites More sharing options...
Coronaextra Posted July 22, 2010 Author Report Share Posted July 22, 2010 Its this map: http://www.bfeditor.org/forums/index.php?showtopic=14532 Init.con rem *** Generated by BF2Editor *** if v_arg1 == BF2Editor run Heightdata.con LevelSettings.InitWorld run Terrain.con BF2Editor run StaticObjects.con BF2Editor run Sounds.con run Sky.con BF2Editor run Editor/GamePlayObjects.con host UndergrowthEditable.create Undergrowth.load Levels\Sniper_Valley\ run Overgrowth/Overgrowth.con Overgrowth.editorEnable 1 run AmbientObjects.con BF2Editor run Water.con run TriggerableTemplates.con BF2Editor else rem ---- KITS ---- run objects/soldiers/ch/ch_sas.con run objects/soldiers/ch/ch_massad.con run objects/soldiers/us/ch_1st_recon.con run objects/soldiers/us/us_1st_recon.con run objects/soldiers/us/us_massad.con run objects/soldiers/us/us_sas.con run Heightdata.con run Terrain.con v_arg2 run Sky.con v_arg2 run CompiledRoads.con run Sounds.con run tmp.con v_arg1 Undergrowth.load Levels\Sniper_Valley\ run Overgrowth/Overgrowth.con run Overgrowth/OvergrowthCollision.con run AmbientObjects.con run Water.con run TriggerableTemplates.con run ServerArchives.con endIf rem ------------------------------- LevelSettings ------------------------------- rem ----------------------------------------------------------------------------- gameLogic.setTeamName 1 "CH" gameLogic.setTeamName 2 "US" gameLogic.setTeamLanguage 1 "Chinese" gameLogic.setTeamLanguage 2 "English" gameLogic.setTeamFlag 0 "flag_neutral" gameLogic.setTeamFlag 1 "flag_ch" gameLogic.setTeamFlag 2 "flag_us" gameLogic.setKit 1 0 "ch_1st_recon" "ch_light_soldier" gameLogic.setKit 2 0 "us_1st_recon" "us_light_soldier" gameLogic.setKit 1 1 "ch_sas" "ch_light_soldier" gameLogic.setKit 2 1 "us_sas" "us_light_soldier" gameLogic.setKit 1 2 "ch_massad" "ch_light_soldier" gameLogic.setKit 2 2 "us_massad" "us_light_soldier" gameLogic.setKit 1 3 "ch_pla" "ch_light_soldier" gameLogic.setKit 2 3 "us_pla" "us_light_soldier" rem ----------------------------------------------------------------------------- gameLogic.setBeforeSpawnCamera 0/150/0 0/0/0 if v_arg1 == BF2Editor LevelSettings.CustomTextureSuffix "" else texturemanager.customTextureSuffix "" endIf rem ----------------------------------------------------------------------------- GameLogic.MaximumLevelViewDistance 850 rem ----------------------------------------------------------------------------- gameLogic.setDefaultNumberOfTicketsEx 16 1 50 gameLogic.setDefaultNumberOfTicketsEx 16 2 50 gameLogic.setDefaultNumberOfTicketsEx 32 1 50 gameLogic.setDefaultNumberOfTicketsEx 32 2 50 gameLogic.setDefaultNumberOfTicketsEx 64 1 50 gameLogic.setDefaultNumberOfTicketsEx 64 2 50 gameLogic.setDefaultNumberOfTicketsEx 128 1 50 gameLogic.setDefaultNumberOfTicketsEx 128 2 50 gameLogic.setDefaultTimeToNextAIWave 8 gameLogic.setTicketLossAtEndPerMin 1000 gameLogic.setTicketLossPerMin 1 10 gameLogic.setTicketLossPerMin 2 10 rem ----------------------------------------------------------------------------- rem ----------------------------------------------------------------------------- renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 ServerArchives.con fileManager.mountArchive Levels/sniper_valley/kits.zip Objects fileManager.mountArchive Levels/sniper_valley/weapons.zip Objects us_1st_recon.con ObjectTemplate.create Kit us_1st_recon ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.kitType Sniper ObjectTemplate.aiTemplate Sniper ObjectTemplate.geometry us_kits ObjectTemplate.geometry.kit 6 ObjectTemplate.geometry.dropGeom 16 ObjectTemplate.setHasCollisionPhysics 1 rem ObjectTemplate.dropHeadwear helmet ObjectTemplate.abilityRestoreRate 0.05 ObjectTemplate.abilityInVehicleRadius 7 ObjectTemplate.abilityInVehicleStrength 0.25 ObjectTemplate.abilityInVehicleMaterial 73 ObjectTemplate.unlockIndex 1 ObjectTemplate.cullRadiusScale 2.4 rem ------------------------------------- ObjectTemplate.addTemplate kni_knife ObjectTemplate.addTemplate usrifm24 ObjectTemplate.addTemplate ushgrm67 ObjectTemplate.addTemplate usminclaymore ObjectTemplate.addTemplate defibrillator ObjectTemplate.addTemplate usrifg36c ObjectTemplate.addTemplate hgrsmoke ObjectTemplate.addTemplate nshgrflashbang ObjectTemplate.addTemplate parachutelauncher ObjectTemplate.addTemplate Unlockus1strecon ObjectTemplate.addTemplate Unlockus1strecon2 rem ------------------------------------- ObjectTemplate.createComponent Ability ObjectTemplate.ability.hasHealingAbility 1 ObjectTemplate.createComponent AbilityHud ObjectTemplate.abilityHud.healingSound S_Heal ObjectTemplate.abilityHud.repairingSound S_Repair ObjectTemplate.abilityHud.ammoSound S_Resupply ObjectTemplate.createComponent VehicleHud ObjectTemplate.vehicleHud.hudName "1st Recon" ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons\kit_Sniper_outline.tga" ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons\kit_Sniper.tga" ObjectTemplate.vehicleHud.pantingSound S_SprintBreath ObjectTemplate.vehicleHud.injurySound S_Injury ObjectTemplate.vehicleHud.vehicleType 7 ObjectTemplate.sprintStaminaDissipationFactor 0.2 rem ---BeginComp:Radio --- ObjectTemplate.createComponent Radio ObjectTemplate.Radio.spottedMessage "sniper_spotted" rem ---EndComp --- ObjectTemplate.create ItemContainer Unlockus1strecon ObjectTemplate.unlockLevel 1 ObjectTemplate.create ItemContainer Unlockus1strecon2 ObjectTemplate.unlockLevel 2 Quote Link to comment Share on other sites More sharing options...
Outlawz Posted July 22, 2010 Report Share Posted July 22, 2010 You need all 7 kits on SP/coop, otherwise you CTD, bots don't know they can spawn only with 4 I suggest using a separate init for SP like Project Reality mod does and just fill in the remaining slots in that init (ie. copy the first three kits so you got 7) Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted July 22, 2010 Report Share Posted July 22, 2010 Wow I'm good, an init error was the very first thing that came in mind when he asked me Quote Link to comment Share on other sites More sharing options...
Coronaextra Posted July 22, 2010 Author Report Share Posted July 22, 2010 Oh, I see now! I assumed I got the error because it had a problem loading one of my kits. It never occured to me that the problem was it could not load kits 4 through 6. Thanks guys! Quote Link to comment Share on other sites More sharing options...
Krauzi Posted April 21, 2011 Report Share Posted April 21, 2011 i know that this is a very old topic but i did fix the problem this way: adding 7 kits to the init.con and modify the spawnmenu (give kit 5-7 x-coordinates of 600). bots can select this kits but humans cannot. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted April 25, 2011 Report Share Posted April 25, 2011 (edited) If your mod always uses less than 7 kits there's no need to even display the others or moving their coords offscreen. You can rem those out in HudElementsSpawn.con and the bots still don't care. Edited April 25, 2011 by mschoeldgen[Xww2] Quote Link to comment Share on other sites More sharing options...
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