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FallenGraces

To Each His Own

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18th October 2008

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#1 9 years ago

So im using the Hawk class this one to be specific The Hawk Project, Star Trek: Armada 2 Downloads, Star Trek: Armada 2 Romulan

and ive run into an odd problem. Now most CTD occur when either a unit is built or when it fires...mine occurs when i just select the model up to that point its fine and if i dont select it at all and leave it to its own devices it doesn't cause any issues. just sits there :confused:

well heres the ODF..uses the rassault odf and stock weapons

Spoiler: Show

#include "assault.odf"

//********************************************************************** // Revised to A2PPX Parameters 12/23/08 physicsFile = "A2PPassaultphys.odf" rangeScan = 900.0f avoidanceClass = 3

//********************************************************************** //MAIN DESIGN PARAMETERS //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Kestrel Class"

//tooltips tooltip = "ROM_ASSAULT" verboseTooltip = "ROM_ASSAULT_V"

//Race which can build ship & starting race of ship race = "romulan"

//Amount of time required to build ship buildTime = 13.0

//Number of officers required to build this ship officerCost = 4

//Number of crew required to build ship & Starting crew crewCost = 500

// don't use the horrible old % crew loss on damage saneCrewLossMethod = 1

//Dilithium Cost to build dilithiumCost = 150

//Metal cost to build metalCost = 50

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 425

// Hitpoints

shieldGeneratorHitPoints = 105 enginesHitPoints = 105 weaponsHitPoints = 65 lifeSupportHitPoints = 85 sensorsHitPoints = 65

//Rate at which shield recharges (points per second... we think) shieldRate = 10.0

//The multiplier used when a boarding party is sent to an enemy ship boardingPartyStrength = 5.0

//********************************************************************** //********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "Abirus" "Accius" "Agius" "Ahinius" "Asilius" "Aurtus" "Ausius" "Avifius" "Avrius" "Baelunius" "Bemolormas" "Beselvia" "Brudinius" "Buntus" "Canthonus" "Cocteius" "Colius" "Conunus" "Corutius" "Cotontis" "Criatius" "Crixesius" "Ectros" "Gevalecius" "Gitius" "Gracius" "Gramius" "Gribo" "Griosius" "Hala" "Junia" "Lullemius" "Magnonas" "Malvius" "Marcia" "Masmurius" "Mastienius" "Melius" "Mirius" "Ontius" "Orisius" "Orus" "Palbilio" "Palius" "Parris" "Partarius" "Salvus" "Sasinus" "Scarotrus" "Scemargo" "Seculius" "Selius" "Simalus" "Tetrialius" "Tidistius" "Trandus" "Trunilius" "Turius" "Vasteius" "Vitatunus" "Vocenius" "Vonvius" "Vuctrens"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Pulse Phaser weapon1 = "rc1phas" weaponHardpoints1 = "hp01" "hp04" "hp05" "hp12" "hp13"

// Photon Torpedo weapon2 = "rc1phot" weaponHardpoints2 = "hp06" "hp14"

// Photon Torpedo weapon3 = "rc1phot" weaponHardpoints3 = "hp07" "hp15"

// Cloaking Device weapon4 = "grcloak" weaponHardpoints4 = "hp20" "hp21"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp15" "hp16" "hp18" lifeSupportTargetHardpoints = "hp10" "hp13" "hp17" "hp20" "hp21" weaponsTargetHardpoints = "hp10" "hp13" "hp17" "hp20" "hp21" shieldGeneratorTargetHardpoints = "hp10" "hp13" "hp17" "hp20" "hp21" sensorsTargetHardpoints = "hp10" "hp13" "hp17" "hp20" "hp21" hullTargetHardpoints = "hp10" "hp13" "hp17" "hp20" "hp21" criticalTargetHardpoints = "hp10" "hp13" "hp15" "hp17" "hp18" "hp20" "hp21" //********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 0.25f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.25f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //**********************************************************************

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "placeholder" hotkeyLabel = "HOTKEY_F6" ScaleSOD = 0.80

bteww it also uses the A2PP

thxs for the help ahead of time :D :bows::bows:




Guest

I didn't make it!

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#2 9 years ago

Did you install this as well? Wireframe Fix for the Hawk Project I seriously screwed up the wireframe and kel333 fixed it. My next question is did you adjust the techtree files to reflect this is now your assault ship? I think I remember having the same problem with a ship I D/L'd a long time ago. I do not see anything wrong with the ODF, what name is the ODF listed as? If this is is incomplete or incorrect in the techtree files or anywhere else that may cause a problem. If you have this as well as the stock Kestrel listed as "rassault" in the 'trees, that may be it.

BTW, Thank you for using my slight improvement of Sherman2's excellent ship and A2PP as well. Hawk was one of my favs in SFC 3. But you've turned her into a Marine barge? =p




FallenGraces

To Each His Own

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18th October 2008

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#3 9 years ago
thunderfoot006;4959957Did you install this as well? Wireframe Fix for the Hawk ProjectI seriously screwed up the wireframe and kel333 fixed it.

No but its done now :D

My next question is did you adjust the techtree files to reflect this is now your assault ship? I think I remember having the same problem with a ship I D/L'd a long time ago.

No i used the Rassault odf, edited it and made it the odf for the Hawk. Why reinvent the wheel

I do not see anything wrong with the ODF, what name is the ODF listed as?

Yeah i didnt think there was, im pretty good with the odfs, its listed as Rassault

If this is is incomplete or incorrect in the techtree files or anywhere else that may cause a problem. If you have this as well as the stock Kestrel listed as "rassault" in the 'trees, that may be it.

No i ditched the Kestral completly, i HATE that design dont really find it...Romulan...ie enough for me :D

BTW, Thank you for using my slight improvement of Sherman2's excellent ship and A2PP as well. Hawk was one of my favs in SFC 3. But you've turned her into a Marine barge? =p

Any time my friend anytime. Well yes for now but she's most likly not gonna stay in that role long. When i think assault i think heavy armed cruiser/light battle cruiser, you know something that can take a beating and keep going...still havent really started to go in depth with the race first i replace all the models then i make sure it works. THen tweek the tech and specials. Then add more ships then check and tweek again, i find it to be aggravating but in the end my races end up fairly well balanced...whatever that means :p

just need to get my build back into freaking operation :mad: and i might start doing a kinda A2 full revamp...still unsure bout that no promises least not with dan doing the romies lol

But thxs man i'll go test this out and see if it works, though right now it looks like my Warbirds throwing a fit. I'll 2x check and if i cant get it guess i'll post the odf here...watch it be somein' stupid :uhm:




StarBlade

www.starbase34.net

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7th January 2006

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#4 9 years ago

The Kestrel class was actually the Romulan shuttle seen in DS9's "In the Pale Moonlight", just scaled up stupidly. Good call replacing it with the far superior Hawk.

:cool:




DarkEnergy

a basin of water

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12th April 2006

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#5 9 years ago

I THINK there is a redone "rassault" on the way, made by dan. IF I understood his last PM correctly. but dont expect it too soon.

Same here, btw, as the Hawk is my troop ship too, but needs a replacement.




FallenGraces

To Each His Own

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18th October 2008

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#6 9 years ago

lol :lol: look at that it was the wireframes...never ran across that before wireframes that cause CTD...oh well live and learn, now as i said here is my warbird's file :mad: i wanna say there is something wrong with the torps since the phasers fire fine but 2 or 3 seconds i get another CTD. Im using Neons warbird and this has been a recurring issue ingame WHENEVER i add this, im even using all stock weapons (no sense in putting the cart before the horse.....is that the saying?) if some one that has this ship working ingame could be nice enough to let me use their odf that would rock...if not would it be too much trouble to ask for someone to look over this

Spoiler: Show

#include "battle.odf"

//********************************************************************** // Revised to A2PPX Parameters 12/23/08 physicsFile = "A2PPspecialphys.odf" rangeScan = 900.0f avoidanceClass = 4

//********************************************************************** //MAIN DESIGN PARAMETERS //Name of Ship class in Ship Display window & in edit mode & tooltip unitName = "Warbird Class"

//tooltips tooltip = "ROM_BATTLE" verboseTooltip = "ROM_BATTLE_V"

//Race which can build ship & starting race of ship race = "romulan"

//Amount of time required to build ship buildTime = 23.0

//Number of officers required to build this ship officerCost = 12

//Number of crew required to build ship & Starting crew crewCost = 400

//Dilithium Cost to build dilithiumCost = 350

//Metal cost to build metalCost = 100

//Max Shield Strength & Begining Shield Strength <500 maxHealth = 1100

// don't use the horrible old % crew loss on damage saneCrewLossMethod = 1

// Hitpoints

shieldGeneratorHitPoints = 220 enginesHitPoints = 220 weaponsHitPoints = 220 lifeSupportHitPoints = 220 sensorsHitPoints = 220

//Rate at which shield recharges (points per second... we think) shieldRate = 10.0

//Maximum Value of Special Energy maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think) specialEnergyRate = 20

//**********************************************************************

//********************************************************************** //SHIP NAMES

//Possible Craft Names possibleCraftNames = "Adjacian" "Albius" "Antius" "Araram" "Auleius" "Cacivus" "Clania" "Clenos" "Crolvius" "Devoras" "D'desedex" "D'entin" "D'ereq" "D'seret" "D'varian" "D'vinn" "Gannius" "Hadargeros" "Irix" "J'pax" "Lacrius" "Lhorakis" "Ludelvius" "Macro" "Menvutus" "Mereidex" "Octius" "Onus" "Pacestius" "Paeso" "Pecassia" "Pellecia" "Plaurullius" "Querulbo" "Rucorius" "Saneraspis" "Scrillius" "Sedunius" "Seganico" "Sia" "Sistius" "Sulvian" "Sutian" "Suttius" "S'tema" "Tabodus" "Telbostius" "Tridonius" "Trocus" "Tuttialius" "T'deret" "T'dir" "T'salvan" "Vadenius" "Vattilius" "Vencus" "Vicilius" "Vilus" "Visis" "Vopputus" "Votantius" "Vrelnec" "V'ashan" "V'rela" "Sakti"

//********************************************************************** //ART PARAMETERS & WEAPON NAMES

// Phaser weapon1 = "rbphas" weaponHardpoints1 = "hp01" "hp02" "hp03" "hp26" "hp27"

// Photon Torpedo weapon2 = "rbphot" weaponHardpoints2 = "hp04" "hp05"

// Cloaking Device weapon3 = "grcloak" weaponHardpoints3 = "hp01"

// Shield Inversion Field weapon4 = "gshieldi" weaponHardpoints4 = "hp01" "hp04"

// Self Destruct weapon5 = "gselfdes" weaponHardpoints5 = "hp10"

// Hardpoints to hit for various systems and other locations. enginesTargetHardpoints = "hp06" "hp07" "hp08" "hp09" "hp10" lifeSupportTargetHardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" weaponsTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp13" "hp11" "hp26" "hp27" shieldGeneratorTargetHardpoints = "hp16" "hp17" "hp18" "hp19" "hp20" sensorsTargetHardpoints = "hp21" "hp22" "hp23" "hp24" "hp25" hullTargetHardpoints = "hp06" "hp08" "hp10" "hp12" "hp14" "hp16" "hp18" "hp20" "hp22" criticalTargetHardpoints = "hp07" "hp09" "hp11" "hp13" "hp17" "hp19" "hp21" "hp23"

//**********************************************************************

//********************************************************************** //AI system parameters //These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be //used to attack this craft due to its weapons. // (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons) attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good //attack targets. (0.0=lowest value, 1.0=highest value) intrinsicValue = 0.50f

//**********************************************************************

//********************************************************************** //CREW STATUS MULTIPLIERS //The multiplier for the delay between shots for weapons while in yellow status weaponYellow = 1.5f

//The multiplier for the delay between shots for weapons while in red status weaponRed = 2.0f //**********************************************************************

//change the scale ScaleSOD = 1.2

//********************************************************************** //KEYMAP LABEL // Obsolete, use hotkeyLabel // keymapLabel = "rom_battle" hotkeyLabel = "HOTKEY_F4"

Warbird link http://armada2.filefront.com/file/Neons_Romulan_Warbird;8920

my heart is kinda set on this warbird seeing as i have the A1 conversion and even there its quiet a sight




DarkEnergy

a basin of water

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12th April 2006

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#7 9 years ago

by what you describe it is either a wrong weapon.odf or a special weapon odf. I am at the office atm and cant look it up, but is "gshieldi" the right name of the warbirds special weapon??




SFC3

HL2: Leak: Mod Fan/Geek

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#8 9 years ago

There are overlapping hp's. There are three HP01's




FallenGraces

To Each His Own

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18th October 2008

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#9 9 years ago
SFC3;4961210There are overlapping hp's. There are three HP01's

thats fine you can have more that 1 hp assigned to a weapon as long as the weapons dont fire at the same time...i.e the shield inversion and the phaser dont fire at the same time. i've had ships that have had multiple weapons using the same hard point its ok. even if more than one is assigned at a time the comp seems to skip over the that hardpoint and go to the next time. thxs for the sugestion though :D

i just wanted to clear that up




StarBlade

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7th January 2006

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#10 9 years ago

It's actually not surprising to see overlapping HPs. Kinda looks silly when your special weapon torpedo fires from mid-hull because you already allocated your torpedo-launcher HPs to your torpedoes. Most multiple-fire weapons (different types of phaser, multi-torpedo ships) have the same type of weapons on the same HP. And most cloaked stock ships use a weapons HP for the cloaking device as well. It's not a problem because the cloaking device invalidates the weapons --in fact, it's only ever a problem if there is only one HP for more than one weapon which fires at the same time, and it's the same sole HP for both firing weapons. Otherwise the AI moves one weapon to different HPs. It's very rare to get an HP-related crash. Even when you put weapons on HPs that don't exist, the AI simply refuses to fire the weapons and gameplay goes on.

:cool: