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 Forum index » Featured Projects » The Dawn of the Tiberium Age » Maps
Problem With Co-Op
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SteamsDev
Medic


Joined: 12 Mar 2017

PostPosted: Sun Mar 12, 2017 4:54 pm    Post subject:   Problem With Co-Op Reply with quote

Hello,
I am trying to play my own custom co-op mission via LAN. I thought I had done everything right, but when I launch the game I get this error message:

"Exception has been thrown by the target of an invocation."

Can someone help me fix this problem?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Sun Mar 12, 2017 5:14 pm    Post subject: Reply with quote

Go to your DTA directory, then to the "Client\ErrorLogs\" sub-directory. Find the client crash log there and upload it to this topic.

Is your "co-op mission" a regular multiplayer map or an actual co-op mission? If it's an actual co-op mission, have you added it to MPMaps.ini correctly, for both the game host and other players?

Also, which PC gets the error message? The game host, the clients or both?
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SteamsDev
Medic


Joined: 12 Mar 2017

PostPosted: Sun Mar 12, 2017 6:24 pm    Post subject: Reply with quote

It is an actual co-op mission, and I believe I added it ot MPMaps.ini correctly. The only thing that isn't correct is starting locations, which I do need help on. Picture is attached.

Clients. The client crashes after the error message is given.


Waypoint Problems.png
 Description:
Waypoint Problems
 Filesize:  293.21 KB
 Viewed:  567 Time(s)

Waypoint Problems.png



ClientCrashLog_12_3_2017_13_10.txt
 Description:
Crash Log

Download
 Filename:  ClientCrashLog_12_3_2017_13_10.txt
 Filesize:  11.65 KB
 Downloaded:  6 Time(s)


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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Sun Mar 12, 2017 7:02 pm    Post subject: Reply with quote

In the game lobby, what are your Starting Credits and Tech Level options set to before the game is started (on the client PCs)?
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SteamsDev
Medic


Joined: 12 Mar 2017

PostPosted: Sun Mar 12, 2017 7:09 pm    Post subject: Reply with quote

12500 and... tech field is blank. How to fix?
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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Finland

PostPosted: Sun Mar 12, 2017 8:11 pm    Post subject: Reply with quote

Can you select something as the tech level as the game host?

If not, could you post the map's code in MPMaps.ini here?
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SteamsDev
Medic


Joined: 12 Mar 2017

PostPosted: Sun Mar 12, 2017 9:15 pm    Post subject: Reply with quote

Got it fixed. I just had to change cmbTechLevel in MPMaps.ini to get it to work. Problems left have to do with the map, which I can resolve myself.

Thank you for your help!
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"I'm grade-A, 100%, prime-cut final boss! I'm going to take over the world any day now!"
-Bowser, Super Paper Mario

Official scripting leader of BR Studios
Check out our ModDB: http://www.moddb.com/company/progen-group
Yuri's Revenge: CnCD2K: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod

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SteamsDev
Medic


Joined: 12 Mar 2017

PostPosted: Thu Jun 01, 2017 1:36 am    Post subject: Reply with quote

Still trying to solve problems with my co-op map. I got past the "Creating theories on likely enemy plan" part by editing MPMaps.ini for the 3 AIs that are in this map, but now I can't get past "Deploying forces to combat zone" part, which I feel like means that something's wrong on the map that it crashes on checking. I also haven't fixed the waypoints problem, mainly because I have no idea how to do it.

Below is a ZIP file containing the map, its preview, and the MPMaps.ini file. I think that's all that is needed.

EDIT: Oh yes, and the EXCEPT file is also being uploaded. I think that has something to do with it.


EXCEPT_1_6_2017_1_29.TXT
 Description:
Except file in ErrorLogs

Download
 Filename:  EXCEPT_1_6_2017_1_29.TXT
 Filesize:  20.75 KB
 Downloaded:  1 Time(s)


DTA Co-Op Invisibility Zero.zip
 Description:
Map, Preview, MPMaps.ini

Download
 Filename:  DTA Co-Op Invisibility Zero.zip
 Filesize:  667.54 KB
 Downloaded:  4 Time(s)


_________________
"I'm grade-A, 100%, prime-cut final boss! I'm going to take over the world any day now!"
-Bowser, Super Paper Mario

Official scripting leader of BR Studios
Check out our ModDB: http://www.moddb.com/company/progen-group
Yuri's Revenge: CnCD2K: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Jun 01, 2017 12:36 pm    Post subject: Reply with quote

There are 2 causes for the crash:
  1. You added houses to the map, which shouldn't be done for any multiplayer maps. So to fix this issue, simply delete all houses in the map editor or open the map with a text editor and just delete the [Houses] section.

  2. You made all triggers belong to the Spawn-houses. While Spawn-houses should never own triggers in the first place, triggers on multiplayer maps in general should really only be owned by the Neutral (or Special) house in order to avoid crashes (the map will crash if any other house owns a trigger and the game is started while no players selected that house).
    To fix this issue, either just change the specified House of all triggers to Neutral in the map editor or open the map with a text editor and in the [Triggers] section, replace every instance of "=Spawn#" (# being any number) with "=Neutral".

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