Posted: Wed May 25, 2016 1:33 pm Post subject:
My mod is crashing due to addition of new weapons [YR-ARES]
Subject description: I really need some help.
I recently joined ppmforums and i want to ask for some help regarding my mod. It crashes whenever i try to start the game and play in skirmish. And as I have observed, whenever i try to add a new weapon, projectile and warhead to my rulesmd.ini it crashes and I can't find the reason why. Please can anyone help me with this problem?
Note: I use ARES 0.4.
Mod Name: Global Retaliation
-two [General] sections in your mod? -> crash guaranteed
-giving custom armortypes the same name as existing objects and keys? sounds error prone to me
-creating 90 armortypes? sounds redundant and error prone to have so many
(can't believe in TS we get along with 5 armortypes for even the biggest mods)
-removing many of the vanilla RA2 houses? a wonder the game is still working at all. AFAIK several have hardcoded settings and are used in MP settings dialog, campaign maps etc
-
Code:
[Sides]
GDI=,Americans
a wonder that redundant comma isn't causing crashes when game tries to parse the first NULL element
-RadEruptionWarhead is listed twice in [Warheads] list. probably some more as i only flew over the list. ->sloppy coding leads to unstable mods
-no clue with what you edited the ini, but it's a total mess
Quote:
[DredLauncher]
Damage=50
ROF=50
Burst=2
Range=25
;Range=-2
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Special
OmniFire=yes
; Drone emmiting gas on your head
Damage=600
ROF=30
Range=3;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleLow
Speed=30
Warhead=PsychGasCreate
Report=ChaosDroneAttack
;Burst=4
OmniFire=yes
AreaFire=yes
;Anim=CDGAS
; Drone jumping on your head
[DroneJump]
Damage=50
ROF=60
Range=1.83
Projectile=JUMP
Speed=30
Warhead=Parasite
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker.
FireInTransport=no;can't fire out of the BattleFortress
; Dog humping
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress
; Dog humping
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress
WTF?
no interest in checking any further.
This is a total mess and no wonder it crashes and leads to unexpected behaviour.
my advice: start from scratch and this time check what you are doing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Anyway, I had to start my mod almost from scratch because of the big number of changes that I have made. The rulesmd.ini was a mess. So many leftovers from previous atempts and outdated ideas that I could not mod without an I.E. each game.
It's best to start all over again. Take a list of papper and write what you want to transfer to your new rules and make sure they don't crash. Add them one by one and don't add anything new untill you are sure that what you have already added is in perfect condition. That way you can avoid many random crashes.
I'm not sure of Tibed causes duplicate [General] or missions headlines. It is just causing untidiness and unable to change some stuff unless you know how to use manual menu. I used TibEd when i started modding and was happy with it until it staeted to give error when i was adding SoundMD entries. I'm happy to being stopped using it tho.
And about those weapons without any names, i intentionally removed it because i thought the game had too many weapons or the game reached its maximum amount of weapons thats why its crashing. _________________ Today is the beginning of the real end. QUICK_EDIT
-two [General] sections in your mod? -> crash guaranteed
-giving custom armortypes the same name as existing objects and keys? sounds error prone to me
-creating 90 armortypes? sounds redundant and error prone to have so many
(can't believe in TS we get along with 5 armortypes for even the biggest mods)
-removing many of the vanilla RA2 houses? a wonder the game is still working at all. AFAIK several have hardcoded settings and are used in MP settings dialog, campaign maps etc
-
Code:
[Sides]
GDI=,Americans
a wonder that redundant comma isn't causing crashes when game tries to parse the first NULL element
-RadEruptionWarhead is listed twice in [Warheads] list. probably some more as i only flew over the list. ->sloppy coding leads to unstable mods
-no clue with what you edited the ini, but it's a total mess
Quote:
[DredLauncher]
Damage=50
ROF=50
Burst=2
Range=25
;Range=-2
MinimumRange=8; the missiles need time to align
Spawner=yes
Projectile=InvisibleHigh
Speed=15
Warhead=Special
OmniFire=yes
; Drone emmiting gas on your head
Damage=600
ROF=30
Range=3;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleLow
Speed=30
Warhead=PsychGasCreate
Report=ChaosDroneAttack
;Burst=4
OmniFire=yes
AreaFire=yes
;Anim=CDGAS
; Drone jumping on your head
[DroneJump]
Damage=50
ROF=60
Range=1.83
Projectile=JUMP
Speed=30
Warhead=Parasite
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=TerrorDroneAttack
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker.
FireInTransport=no;can't fire out of the BattleFortress
; Dog humping
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress
; Dog humping
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress
WTF?
no interest in checking any further.
This is a total mess and no wonder it crashes and leads to unexpected behaviour.
my advice: start from scratch and this time check what you are doing.
Thanks for the advice. I intentionally removed the names of those weapons because i thought the game reached its maximum amount of weapons as said by my former code editor Marshall from MentalMeisters. _________________ Today is the beginning of the real end. QUICK_EDIT
When you remove the line with the [Section] name, the following keys are still read, but now for the prior standing section.
So what you did was giving the DredLauncher weapon every key twice, one telling it to use Damage=50 and another with Damage=600.
The same with all the other remaining keys, thus causing chaos when the game tries to read/parse these.
btw,
the game only keeps weapons in memory that are actually used by any object. It ignores all unused.
There is afaik no limit in the number of weapons. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I guess I'll have to restart from scratch again since I've fucked up most codes. I will now have to import all of my additions and add it again. _________________ Today is the beginning of the real end. QUICK_EDIT
Can you guys check this copy of rulesmd.ini that I have? I just want to check the file that Nia gave me from the MentalMeisters if there is any some sort of errors in its coding?
What I meant is that I have one former friend that I knew is from MentalMeisters who gave me a rulesmd.ini to help me make my own mod. I just want to check the rulesmd she gave me because she might have set some changes to the rulesmd.ini she gave me. _________________ Today is the beginning of the real end. QUICK_EDIT
download Notepad++
download and install the "compare" plugin
extract with XCC Mixer the original rulesmd.ini
open in Notepad++ the original rulesmd.ini and your modified one (so you have 2 tabs in Notepad++)
start the compare plugin
check the differences _________________ SHP Artist of Twisted Insurrection: Nod buildings
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum