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  1. #1

    Default Projectile error cause winter siege CTD

    As i say in thread name Projectile error cause winter siege CTD. Can anyone say what is wrong with those projectile delays, or give some advice or Help ?

    P.s. I attached log file where you can see error messages.



    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ; Projectile Delays
    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    delay standard 0.0
    delay flaming 0.0
    delay gunpowder 0.0
    delay arrow3 -950.0
    delay arrow2 -710.0
    delay pesarrow -550.0
    delay arrowhorse 420.0
    delay arrow3horse 350.0
    delay crossbow_bolt2 540.0
    delay crossbow_bolt 40.0
    delay steel_crossbow_bolt 100.0
    delay hand_gun_bullet -1050.0
    delay arquebus_bullet -1050.0
    delay musket_bullet -1500.0
    delay elephant_cannon_shot 1800.0



    TNXX!LUCK!
    Last edited by MADTAO; March 01, 2009 at 03:37 AM.

  2. #2
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: Projectile error cause winter siege CTD

    Are you sure this is not hardcoded? Has someone else changed this successfully? If you look through the projectile file, an example entry:

    Code:
    projectile arrow_fiery
    
    flaming		arrow
    effect 			arrows_fire_new_set
    end_effect				arrow_flaming_impact_ground_set
    end_man_effect			man_impact_tiny_set
    end_package_effect    	arrow_flaming_impact_wall_set
    end_shatter_effect		arrow_flaming_impact_ground_set
    end_shatter_man_effect		man_impact_tiny_set
    end_shatter_package_effect	arrow_flaming_broken_impact_wall_set
    
    effect_offset -0.85
    damage		0
    radius		0.1
    mass		0.05
    accuracy_vs_units		0.07
    affected_by_rain
    fiery
    min_angle	-60
    max_angle	65
    velocity	20	48
    display		aimed
    effect_only
    The first row seems to indicate "flaming", which is what is described in the delay section. Some others have "exploding". I couldn't find any instances of gunpowder. So my guess as to how it works is you need a based projectile, we'll call it monkey_shot. Then if you want to light it on fire, you'd have virtually the same entry as monkey_shot, with:

    Code:
    projectile monkey_shot_fiery
    
    flaming              monkey_shot
    The other parameter being 'fiery'. I'm guessing that this is a hardcoded aspect, and it is meant to act on the disposition of a projectile as opposed to the type of projectile. So an arrow travels at X speed, and is delayed by 15.0 when it is on fire. So that area isn't describing a projectile type as much as it's describing the state a projectile is in. And with most states (think unit special abilities in the EDU), it is probably hardcoded to not accept new states.

  3. #3

    Default Re: Projectile error cause winter siege CTD

    Tnx for your ansver Augustus Lucifer. Well posibly this is hardcored, i havent change anyting. But log file show them as errors.
    Maybe some other realated files cause this error? Have chcked EDU. But still dont sure what changes must be to avoid errors.
    My mod is based on DLV teutonic knights. Posibly they can give some light on this.

  4. #4
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    Default Re: Projectile error cause winter siege CTD

    I think the porperties of the top 3 are not alterable anywhere, like weapons are standard, gunpowder or flaming. There is no way to make standard weapons ignore shields like gunpowder does for example. I'd expect this to be hardcoded. I think anything added to the list would be an error. I don't know for sure, those are just my thoughts.

    edit:

    Another thought for you, if you set a firing 'delay' with a minus value then you are telling the program to start firing in the past. It is impossible to have a delay with a minus value. For example: If it takes 10 seconds for me to do something and then there is a 5 second delay before I do something else then setting the delay to -15 would cause me to initiate doing something an infininate amount of times in the same second. If it was -20 seconds then I would be doing something 5 seconds before I needed to. If it was -10 I would be constantly interupting myself 5 mins into trying to do something with a fresh attempt to do the same thing.

    Setting a delay to -n will have no effect at all or cause a crash, the game is probably just going to interpret it as a 0.
    Last edited by Taiji; March 10, 2009 at 04:47 AM.

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