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except error question
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Jan 21, 2010 7:15 pm    Post subject:  except error question
Subject description: solved, for now
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Now all this time I was thinking that there was a problem with some tiles I had made. DCoder told me in a post that the Except errors pointed to it and it made sense. But I decided to open the map, copy the whole map, make a new map, and paste centered and saved it under a new name. The new copy of the map had no buildings on it what so ever. The new map has run fine for 5 test plays. When I took the map and copied the structure list to that map and ran it I recieved except error as mentioned in a previous post. I had "created" a few buildings by using PhotoShop CS3. I have named my buildings CivilianN(#). These buildings show up in all theaters. So the question is, how can a building cause an error? Does the name mean that much? I know civilian buildings are named C(theater type) whatever.

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http://www.ppmsite.com/forum/viewtopic.php?t=27714

Last edited by Nikademis Von Hisson on Fri Jan 22, 2010 2:16 pm; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 21, 2010 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

post one of your building codes so we can have a look at it.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Jan 21, 2010 9:03 pm    Post subject: building codes Reply with quote  Mark this post and the followings unread

Here is the coding I use for all my new buildings, just the number changes. The firing animation needs to be corrected for them.


[CivilianN06]
Name=LA Mini Mall 04
UIName=Name:CivilianN06
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15;5
MinDebris=1
BaseNormal=no
Sight=6
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true


[CivilianN06]
Normalized=yes
Remapable=no
Foundation=3X3
Height=6
;Buildup=CAHOSP
NewTheater=yes
;ActiveAnim=CAWSH12A
;ActiveAnimZAdjust=-100
DemandLoad=true
MuzzleFlash0=-9,69; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=26,58
MuzzleFlash2=72,35
MuzzleFlash3=36,52
MuzzleFlash4=12,65
MuzzleFlash5=26,58
MuzzleFlash6=-9,69
MuzzleFlash7=72,35
MuzzleFlash8=12,65
MuzzleFlash9=36,52
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-76,42
DamageFireOffset1=-13,11
;AddOccupy1=3,-1
;AddOccupy2=2,-2
;RemoveOccupy1=-3,-3
;RemoveOccupy2=-3,-1

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 21, 2010 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I notice you have CanBeOccupied, but then in art code have AddOccupy and RemoveOccupy commented out. Though I'm quite certain thats not the problem here. I'm guessing you have all theaters available for these buildings seeings how you have NewTheater=yes, is this correct? If so then I think the names of your ship files are not correlating with the names of your buildings. Does your map crash during loading or right when the game begins.?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jan 21, 2010 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone else had a crash like this when they use lower case letters in the [HEADERS]. Change it all caps and see if that works.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Jan 21, 2010 11:05 pm    Post subject: crash Reply with quote  Mark this post and the followings unread

@Dark Templar X

I never had a problem before with it, but maybe ill just change it since you made the comment.

@Cranium

As for the building code, i dont know if this bulding does occupy fire because this code is the mini mall. I made a corner piece so it forms an L.....ill have to check this out. But I know from past experience (more like mistake) it didn't matter they just didnt fire when they occupied the building. Stupity has struck, with these codes. I never updated my work from my other computer. The codes were fixed and never brought it over. I could blame it on my script pain killers, but i wont. I have to keep track of the corrections I make better.



I just got a response from a friend that my problem could be the bridges. I had in the map bridges destroyable, but I think there is a conflict with that when actually playing the map. If you look at the map where the bridge repair hut is, the huts might be confusing the game, if you can understand that. Maybe I have to move the bridges 1 tile away from where they are now?

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jan 22, 2010 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I havent been able to get around to doing somemore checking for ya, been kind of busy. But no the bridge huts shouldnt be causing any problems. From what I can see they are placed correctly. I've had some bridges and huts that close together before also, without any confrontations.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jan 22, 2010 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

send me a copy of your map file and I'll see what the hecks going on. Or better yet look for me on MSN tonight. craniumcreations@live.com

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Jan 23, 2010 2:00 am    Post subject: bridge Reply with quote  Mark this post and the followings unread

Well, the bridge is no big deal, despite having bridges destroyable turned off, they can be destroyed in a way. I had a MRLS attack a vehicle that happened to be on a bridge and I blew out a good piece of the bridge. One thing I did note when I was adding some grass to a section so it wasnt all pavement the game thought there was water up by my airport (ul see it when I send you my map) and did some auto shoreline. The map runs now, so far no problems. Still needs buildings and such. I have been adding stuff saving it and playing it. If the map works I put the map in a separate folder as a back up in case the next edit doesn't work. You should have all the tiles for this map that I made. There are few buildings that are still in the process of being edited in this map. you can just delete the blue specs when you open it in FA2.

Oh...BTW - There is no money on the map since I took out the refineries and replaced them with build able oil derricks. When I finish this map I'll post it up.

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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