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    Tracking down crash from no error.

    Every time I try and run the game with the increased load count for missiles it crashes the game I put them back to normal and it works fine. But it gives no error 0-o


    Here's the UC file for my rocket launcher mod...
    http://jmp.sh/ET71a0x

    #2
    - where is your log file?
    http://greatemerald.xmpcommunity.com/uncodex/Unreal-227i24/Source_unrealshare/eightball.html#123


    check the old eight ball weapon
    - if you can get the eight ball code working for ut3 then that would fit really well with my Unreal weapons pack.
    Let me know if you do this that would be cool

    edit:
    - i just realized the dispersion pistol basically does what you want, loads up an increasing number of projectiles, well sortve.
    https://forums.epicgames.com/threads...ound%29-Solved

    Comment


      #3
      Crash -> Check log.

      Also, you missed:
      • AttachMuzzleFlash
        Code:
        for (i=0;i<3;i++)
      • DetachMuzzleFlash
        Code:
        for (i=0;i<3;i++)
      • UpdateAmmoVisibility

      Comment


        #4
        Thanks for the help guys!

        http://jmp.sh/PvMAPm4

        Tried to cut and paste in the update ammo visibility area

        C:\Games\Steam\steamapps\common\Unreal Tournament 3\Development\Src\Zippylabsut3\Classes\UTWeap_zipp ylabsut3Launcher.uc(968) : Error, 'else': Bad command or expression


        Code:
        //Properly removes from view any rocket geometry that shouldn't be there based on ammo count
        simulated function UpdateAmmoVisibility()
        {
        	if (Instigator.IsHumanControlled() && Instigator.IsLocallyControlled())
        	{
        		if (AmmoCount > 2)
        		{
        			ClearTimer('HideRocketAmmo');
        			HideRocket('RocketAmmoScale', false);
        			if (bIsAnyAmmoHidden)
        			{
        				//Unhide all rockets
        				HideRocket('SpikeRocketScale', false);
        				HideRocket('BerthaRocketScale', false);
        				HideRocket('MackRocketScale', false);
        				bIsAnyAmmoHidden = false;
        			}
        		}
        		else
        		{
        			if (CurrentFireMode == 0)
        			{
        				if (AmmoCount == 1)
        				{
        					//Hide the rocket after it loads the last bullet
        					SetTimer(0.48, false, 'HideRocketAmmo');
        				}
        				else if (AmmoCount == 0)
        				{
        					//Hide all rockets
        					HideRocket('SpikeRocketScale', true);
        					HideRocket('BerthaRocketScale', true);
        					HideRocket('MackRocketScale', true);
        					bIsAnyAmmoHidden = true;
        				}
        			}
        			else if (!bIsAnyAmmoHidden)
        			{
        				//This code is called once during BeginState of WeaponLoadAmmo
        				if ((LoadedShotCount + AmmoCount) == 6)
        				{
        					//We've done our check, mark this true even if we didn't hide anything
        					//prevents subsequent calls to this function during loading
        					bIsAnyAmmoHidden = true;
        				}
        				else if ((LoadedShotCount + AmmoCount) == 2)
        				{
        					//Hide 'Spike' rocket
        					HideRocket('SpikeRocketScale', true);
        					bIsAnyAmmoHidden = true;
        				}
        				else if ((LoadedShotCount + AmmoCount) == 1)
        				{
        					//Hide 'Bertha' and 'Spike' rockets
        					HideRocket('SpikeRocketScale', true);
        					HideRocket('BerthaRocketScale', true);
        					bIsAnyAmmoHidden = true;
        				
        				//==========================
        				else if ((LoadedShotCount + AmmoCount) == 4)
        				{
        					//Hide 'Spike' rocket
        					HideRocket('SpikeRocketScale', true);
        					bIsAnyAmmoHidden = true;
        				}
        				else if ((LoadedShotCount + AmmoCount) == 5)
        				{
        					//Hide 'Bertha' and 'Spike' rockets
        					HideRocket('SpikeRocketScale', true);
        					HideRocket('BerthaRocketScale', true);
        					bIsAnyAmmoHidden = true;
        				}
        				//=========================
        				}
        				else if ((LoadedShotCount + AmmoCount) == 0)
        				{
        					//Hide all rockets
        					HideRocket('SpikeRocketScale', true);
        					HideRocket('BerthaRocketScale', true);
        					HideRocket('MackRocketScale', true);
        					bIsAnyAmmoHidden = true;
        				}
        			}
        		}
        	}
        }
        I'm not sure what I do here, I can't find references to spike/mack or bertha rockets. Its almost as if the names dose not matter 0-o

        Comment


          #5
          Okay got it to compile but its crashing the game out. Heres the log files and uc files and everything.

          http://jmp.sh/zAdT8j1

          Comment


            #6
            Copy-paste :P.

            You can't bind native code to UnrealScript without having the full license. That said, you have to remove the class specifier native from your script file(s).
            Code:
            class UTWeap_zippylabsut3Launcher extends UTWeapon;

            Comment


              #7
              Yes I am a copy pastea *******. LOL

              Native in the rocket proj class....well theres a good way to spend 2 frigging hours.... native=crashes... me=stupid ><

              I've managed to get 6 to load with a few effects but I can figure the animation,ect out after I get the meat of it to work.


              Now I get to to try and get fire mode 0 to be like fire mode 1 and load rockets and have fire mode 1 load grenades.... wwwwwwwwwwwweeeeeeeeeeeeeeeeeeeeeeeeee.... fun times ahead!

              Comment

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