Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.
A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.
[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4
That's telling you to put an entry for SMOKEY4 in your [Animations] list.
[CHAMISL] -> Rotates specified but object is voxel
That's telling you to remove Rotates=yes from the object's art code.
[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND
Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.
[IONTKProjectile] -> PROJECTILE missing ART data: None
Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.
[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire
Why are you specifying weapons you haven't made? Or did you spell/case it wrong?
[BURN15] -> SMUDGE missing ART data
To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.
[Shock] -> WARHEAD data exists but is undeclared
I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.
[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks
This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.
[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment
Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.
[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E
What's goin on here? Same as above I don't know what could happen if used.
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30
That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.
A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.
[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4
That's telling you to put an entry for SMOKEY4 in your [Animations] list.
[CHAMISL] -> Rotates specified but object is voxel
That's telling you to remove Rotates=yes from the object's art code.
[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND
Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.
[IONTKProjectile] -> PROJECTILE missing ART data: None
Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.
[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire
Why are you specifying weapons you haven't made? Or did you spell/case it wrong?
[BURN15] -> SMUDGE missing ART data
To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.
[Shock] -> WARHEAD data exists but is undeclared
I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.
[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks
This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.
[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment
Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.
[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E
What's goin on here? Same as above I don't know what could happen if used.
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30
That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 26 Mar 2022 Location: The Empire of Cathay
Posted: Sun Mar 27, 2022 2:55 am Post subject:
G-E wrote:
Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.
A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.
[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4
That's telling you to put an entry for SMOKEY4 in your [Animations] list.
[CHAMISL] -> Rotates specified but object is voxel
That's telling you to remove Rotates=yes from the object's art code.
[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND
Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.
[IONTKProjectile] -> PROJECTILE missing ART data: None
Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.
[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire
Why are you specifying weapons you haven't made? Or did you spell/case it wrong?
[BURN15] -> SMUDGE missing ART data
To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.
[Shock] -> WARHEAD data exists but is undeclared
I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.
[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks
This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.
[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment
Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.
[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E
What's goin on here? Same as above I don't know what could happen if used.
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30
That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end.
bro thanks for that , but i had fixed the rotate one, the warhead or others are already exsited and being declared, so did the infantry, i just move them to the bottom so the scripts cant find it out and shows errors.
and weapons they are all exsited and being used.. i couldnt know how is "not valid" means QUICK_EDIT
Joined: 26 Mar 2022 Location: The Empire of Cathay
Posted: Sun Mar 27, 2022 3:03 am Post subject:
G-E wrote:
Well I see a number potential crashworthy errors, but they are going to manifest in random/strange ways, so I can't definitively say if any of them are it, but I can't rule them out. Likewise you could be encountering a map error or something.
A lot of the errors are very easy to fix, and even by default the original YR inis had a lot. It really is worth going through the errors and fixing even if you don't know if it is relevent to you.
[CHAMISL] -> Trailer ANIMATION specified is undeclared: SMOKEY4
That's telling you to put an entry for SMOKEY4 in your [Animations] list.
[CHAMISL] -> Rotates specified but object is voxel
That's telling you to remove Rotates=yes from the object's art code.
[TERMIGUN] -> WARHEAD not found or no data: HollowPoint_ARND
Make sure you declere your warheads, and make sure the case/spelling is consistent in the [Warheads] list and the referencing objects.
[IONTKProjectile] -> PROJECTILE missing ART data: None
Voxels aren't hardcoded to need art data as they inherit default rules on that, but if it isn't a voxel or invisible, this can be bad news.
[YAPSYT] -> Secondary WEAPON specified is *NOT* a valid weapon: PTAAFire
Why are you specifying weapons you haven't made? Or did you spell/case it wrong?
[BURN15] -> SMUDGE missing ART data
To eliminate those warnings, just add a [BURN15] to art.ini without any code so it detects it exists.
[Shock] -> WARHEAD data exists but is undeclared
I recommend declaring every warhead so you don't accidentally use them without being in the list, alternately remove the warhead code if it's similar to other warheads anyway, and there's nothing unique to forget.
[DOG] -> Prerequisite BUILDING specified is undeclared: Barracks
This is a matter of capitalization, the generic prereqs are all expected to be UPPERCASE, so it is being strict in this regard -- it's worth training yourself to reference everything exactly as defined.
[XCOMET] -> EliteSecondary WEAPON specified is *NOT* a valid weapon: PTFragment
Fragment and airburst weapons are notably risky to get wrong, either remove the shrapnel effect or fix the weapon.
[HYIFV] -> Multi-Turret WEAPON specified is *NOT* a valid weapon: TAAGattling2E
What's goin on here? Same as above I don't know what could happen if used.
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: -
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: ADDED
[CRNUKEWH] -> AnimList ANIMATION specified is undeclared: 11/30
That's just some monkey adding a comment without making it a proper comment within the [Animations] list, you can replace those with valid anims you've added instead of putting them at the end.
TAAGattling2E is just a vallina weapon... i dont know why QUICK_EDIT
Joined: 26 Mar 2022 Location: The Empire of Cathay
Posted: Sun Mar 27, 2022 3:20 am Post subject:
many errors its just original Ra2 or yuri`s fault.. not mine ... and i think the script shows errors becuz i put the code in the bottom of the ini so it cant locate the excatly position QUICK_EDIT
The errors it's showing you are not location related. The key to understand here is that most objects have to have an entry in the declaration/definition list such as [Animations] or [VehicleTypes] and have their own section with code in it, but not all types have to.
If you see something that says "NOT a valid xxxx" that is telling you the code block for that item is missing key tags that are required to make it functional. In a case like a weapon, it must have a projectile and a warhead, without those nothing else in it matters, it will not work, or it will crash.
You are right in that a lot of the faults it finds are with the vanilla inis, but this doesn't mean they can't be fixed, at least the majority of them can and should be. I might even recommend deleting unused objects, just so they don't clutter your inis, but there can be good comments or examples you might wish to refer to.
You can of course use the AICLEAN script to reorganize rules/art/ai inis to be both topically consistent, as well as remove blank declarations, re-index the lists and so on. I know several modders use AICLEAN regularly to keep things neat, but I only use it prior to packaging public releases. Give it a try after you've fixed some of the easy stuff... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 26 Mar 2022 Location: The Empire of Cathay
Posted: Sun Mar 27, 2022 5:46 pm Post subject:
G-E wrote:
The errors it's showing you are not location related. The key to understand here is that most objects have to have an entry in the declaration/definition list such as [Animations] or [VehicleTypes] and have their own section with code in it, but not all types have to.
If you see something that says "NOT a valid xxxx" that is telling you the code block for that item is missing key tags that are required to make it functional. In a case like a weapon, it must have a projectile and a warhead, without those nothing else in it matters, it will not work, or it will crash.
You are right in that a lot of the faults it finds are with the vanilla inis, but this doesn't mean they can't be fixed, at least the majority of them can and should be. I might even recommend deleting unused objects, just so they don't clutter your inis, but there can be good comments or examples you might wish to refer to.
You can of course use the AICLEAN script to reorganize rules/art/ai inis to be both topically consistent, as well as remove blank declarations, re-index the lists and so on. I know several modders use AICLEAN regularly to keep things neat, but I only use it prior to packaging public releases. Give it a try after you've fixed some of the easy stuff...
i know your meaning, but my key tags are all already here but the scripts doesnt recognize
bro 4C0CCF i had found that its the routeline issue. when i deleted the Rotation=yes it comes normal,
but the 005AFB8B is still dam crazy Last edited by Lophier on Mon Mar 28, 2022 5:01 am; edited 1 time in total QUICK_EDIT
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