Eploding ship crash and ship denies to fire -1 reply

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k_merse

Evolution

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30th September 2007

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#1 9 years ago

I found two problems recently: 1. When the ship destroys, the game crashes. What could be the problem? 2. I try to order a ship to fire upon a target, but it does nothing. I can't find what is the problem. Weapons are equipped, alert is red, the ship can move so it's not with the physics file, everything looks fine. What's the problem with that ship?!




StarBlade

www.starbase34.net

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7th January 2006

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#2 9 years ago

1. Check the explosion specified in the .ODF-- it probably refers to a file that doesn't exist.

2. Check the hardpoint that the weapon should fire from-- it probably refers to a hardpoint that doesn't exist. Also make sure it's listed in the techtree, unless it's a phaser / torpedo that doesn't have to be listed in the techtree.

:cool:




Guest

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#3 9 years ago

Sometimes I get this type of error too with ships not moving and or weapons not firing or the game crashes when the weapons are used.




CanadianBorg

Resistance is futile, eh?

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30th July 2008

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#4 9 years ago

The problem with the destruction might be a missing sprite. The game will crash if critical sprites (those mentioned in .odfs) are missing.




Guest

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#5 9 years ago

The game crashing when a ship fires a weapon is because the game does not know which sprite to use for the weapon or the weapon odf references something incorrectly.




Guest

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#6 9 years ago

I'll check those files, I might post them here if I can't find the error.




k_merse

Evolution

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#7 9 years ago

The .ODF fireball won - thanks SFK :) By the way if we're already here, how can I set the ships to explode into small pieces not only to the parts of the mesh?




k_merse

Evolution

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#8 9 years ago

OK, I managed to solve my problems. Now I'd like to ask about hardpointing. I know how to rotate HPs into direction with MS3D. But when I export the game into SOD file, would it remember the directions if I deleted those "null" nodes, which helped me to rotate the hardpoints into the proper direction?




Guest

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#9 9 years ago

Yes, the hardpoints will retain the orientation you give them after you delete the "null" nodes which helped you rotate them in the proper direction.

Also, to get a ship to explode into a larger number of much smaller pieces you'll need to find and adjust these lines in the Art_CFG.h file. These are the settings I use.

int ST3D_CHUNK_MANAGER_MAX_CHUNKS = 3500; float ST3D_CHUNK_SIZE_FACTOR = 0.02; float ST3D_CHUNK_LIFETIME_AVG = 8.0; float ST3D_CHUNK_LIFETIME_DEVIATION = 4.0; float ST3D_CHUNK_MAX_ANGULAR_VELOCITY = 0.5; float ST3D_CHUNK_MAX_VELOCITY = 12.0;

You may need to adjust these up or down some to find the settings you like. These can lag the game a bit if there are too many fragments of ships on the map at the same time. However, watching a B'Rel swiftly wend its way through the shattered hulks of defeated enemies to finish off a badly damaged Galor is a beautiful sight.




k_merse

Evolution

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#10 9 years ago

Thanks, it worked :)