Custom PR map crash at 100%

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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Custom PR map crash at 100%

Post by Ason »

thanks alot man! Iwant to have 2 East european militia teams, one of them can have russian flag if that is possible to edit in the init.confile :D really appreciate it my friend!
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Custom PR map crash at 100%

Post by Rabbit »

tmp.con
TMP download, place it in your "my_level" folder. current systems do not allow for custom flags to my knowledge.
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Ason
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Re: Custom PR map crash at 100%

Post by Ason »

gx wrote:tmp.con
TMP download, place it in your "my_level" folder. current systems do not allow for custom flags to my knowledge.
Thx man! :D It worked with all the kits now, but the game still ends after 5 seconds...
Maybe because it's Militia vs Militia ?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Custom PR map crash at 100%

Post by Rabbit »

Mrslobodan wrote:Thx man! :D It worked with all the kits now, but the game still ends after 5 seconds...
Maybe because it's Militia vs Militia ?
Post your gameplayobjects.con
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Ason
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Re: Custom PR map crash at 100%

Post by Ason »

Code: Select all

rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: cpname_test_aas16_shed_ru_jeep]
ObjectTemplate.create ObjectSpawner cpname_test_aas16_shed_ru_jeep
ObjectTemplate.activeSafe ObjectSpawner cpname_test_aas16_shed_ru_jeep
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0

rem [ObjectSpawnerTemplate: cpname_test_aas16_houses_us_jeep]
ObjectTemplate.create ObjectSpawner cpname_test_aas16_houses_us_jeep
ObjectTemplate.activeSafe ObjectSpawner cpname_test_aas16_houses_us_jeep
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 us_jep_hmmwv

rem [ObjectSpawnerTemplate: cpname_test_aas16_middle_ru_jeep]
ObjectTemplate.create ObjectSpawner cpname_test_aas16_middle_ru_jeep
ObjectTemplate.activeSafe ObjectSpawner cpname_test_aas16_middle_ru_jeep
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0

if v_arg1 == host

   rem [ObjectSpawner: cpname_test_aas16_shed_ru_jeep]
   Object.create cpname_test_aas16_shed_ru_jeep
   Object.absolutePosition -357.135/146.685/163.526
   Object.rotation 0.000/0.000/0.000
   Object.setControlPointId 1
   Object.layer 2

   rem [ObjectSpawner: cpname_test_aas16_houses_us_jeep]
   Object.create cpname_test_aas16_houses_us_jeep
   Object.absolutePosition -143.931/150.107/-196.749
   Object.rotation 0.000/0.000/0.000
   Object.setControlPointId 102
   Object.layer 2

   rem [ObjectSpawner: cpname_test_aas16_middle_ru_jeep]
   Object.create cpname_test_aas16_middle_ru_jeep
   Object.absolutePosition -233.666/127.030/63.420
   Object.rotation 0.000/0.000/0.000
   Object.setControlPointId 101
   Object.layer 2

endIf

rem ********** Spawn Points **********
rem [SpawnPointTemplate: cpname_test_aas16_shed_1]
ObjectTemplate.create SpawnPoint cpname_test_aas16_shed_1
ObjectTemplate.activeSafe SpawnPoint cpname_test_aas16_shed_1
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 1

rem [SpawnPoint: cpname_test_aas16_shed_1]
Object.create cpname_test_aas16_shed_1
Object.absolutePosition -358.370/148.208/155.495
Object.rotation 72.119/0.000/0.000
Object.layer 2

rem [SpawnPointTemplate: cpname_test_aas16_houses_1]
ObjectTemplate.create SpawnPoint cpname_test_aas16_houses_1
ObjectTemplate.activeSafe SpawnPoint cpname_test_aas16_houses_1
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 102

rem [SpawnPoint: cpname_test_aas16_houses_1]
Object.create cpname_test_aas16_houses_1
Object.absolutePosition -137.147/150.568/-171.839
Object.rotation -164.699/0.000/0.000
Object.layer 2

rem [SpawnPointTemplate: cpname_test_aas16_middle_1]
ObjectTemplate.create SpawnPoint cpname_test_aas16_middle_1
ObjectTemplate.activeSafe SpawnPoint cpname_test_aas16_middle_1
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 101

rem [SpawnPoint: cpname_test_aas16_middle_1]
Object.create cpname_test_aas16_middle_1
Object.absolutePosition -236.852/127.252/78.965
Object.rotation 118.514/0.000/0.000
Object.layer 2

rem ********** Control Points **********
rem [ControlPointTemplate: cpname_test_aas16_shed]
ObjectTemplate.create ControlPoint cpname_test_aas16_shed
ObjectTemplate.activeSafe ControlPoint cpname_test_aas16_shed
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName cpname_test_aas16_shed
ObjectTemplate.team -1
ObjectTemplate.controlPointId 1
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: cpname_test_aas16_middle]
ObjectTemplate.create ControlPoint cpname_test_aas16_middle
ObjectTemplate.activeSafe ControlPoint cpname_test_aas16_middle
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName cpname_test_aas16_middle
ObjectTemplate.controlPointId 101
ObjectTemplate.supplyGroupId 20
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: cpname_test_aas16_houses]
ObjectTemplate.create ControlPoint cpname_test_aas16_houses
ObjectTemplate.activeSafe ControlPoint cpname_test_aas16_houses
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName cpname_test_aas16_houses
ObjectTemplate.team 1
ObjectTemplate.controlPointId 102
ObjectTemplate.supplyGroupId 1
ObjectTemplate.hoistMinMax 0.2/0.9

if v_arg1 == host

   rem [ControlPoint: cpname_test_aas16_shed]
   Object.create cpname_test_aas16_shed
   Object.absolutePosition -351.313/147.202/157.772
   Object.layer 2

   rem [ControlPoint: cpname_test_aas16_middle]
   Object.create cpname_test_aas16_middle
   Object.absolutePosition -227.847/127.445/74.073
   Object.layer 2

   rem [ControlPoint: cpname_test_aas16_houses]
   Object.create cpname_test_aas16_houses
   Object.absolutePosition -140.218/149.954/-183.065
   Object.layer 2

endIf

CombatAreaManager.use 1
CombatAreaManager.timeAllowedOutside 10.000000
CombatArea.create CombatArea_0_AAS16
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint -377.991394/191.274719
CombatArea.addAreaPoint -324.385010/206.615601
CombatArea.addAreaPoint -203.898193/220.060730
CombatArea.addAreaPoint 110.277405/40.910034
CombatArea.addAreaPoint -25.189178/-56.358307
CombatArea.addAreaPoint -22.520386/-182.187500
CombatArea.addAreaPoint -94.045197/-275.006805
CombatArea.addAreaPoint -269.288391/-216.920105
CombatArea.addAreaPoint -424.942413/127.143250
CombatArea.addAreaPoint -376.595459/193.604065
CombatArea.team 0
CombatArea.vehicles 4
CombatArea.layer 2

sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Custom PR map crash at 100%

Post by sylent/shooter »

Did you ever run the packing script? The map needs to be packed to play correctly. If you run it in windowed debug mode then please take a picture of the error it shows. Make sure to run everything in the PR_EDIT folder group instead of your normal PR folder.

Secondly I will make a video tutorial covering the basics of creating a map through to the packing and testing of the map this weekend. Hopefully that will put to rest this issue because I see many potential mappers turn away because it's too hard to figure out.

EDIT: Dude what is up witth your GPO.... Gx could you help him out with it or someone else, I'm in a Uni lecture right now...

Killing the enemy sylently
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Custom PR map crash at 100%

Post by Rabbit »

You set the shed CP to team -1, should be team 2, it also does not have a supply route id number. Team 2 has no where to spawn.
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Custom PR map crash at 100%

Post by Ason »

Alright nice man! Well I got it to work kinda, it all loads fine and after i choose kit I can run around for about 2 seconds then it says "Round is ending..." in the upper left corner( like always when a map is ending) then it show stats etc. I'm pretty sure i set up the editor for PR 100% right. Maybe som value or something with tickets or something, it says Militia has won 35-0 :S
And i got militia vs militia
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Custom PR map crash at 100%

Post by Ason »

gx wrote:You set the shed CP to team -1, should be team 2, it also does not have a supply route id number. Team 2 has no where to spawn.
ahh thanks! :) Will see if it works properly now, is supply route id number = SGID ?
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Custom PR map crash at 100%

Post by Rabbit »

You need to work on your object spawns. They should be more detailed.

Code: Select all

rem [ObjectSpawnerTemplate: cpname_shikotan_island_aas64_fob_kursk_apc]
ObjectTemplate.create ObjectSpawner cpname_shikotan_island_aas64_fob_kursk_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_shikotan_island_aas64_fob_kursk_apc
ObjectTemplate.modifiedByUser "jeff"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 ru_apc_btr80
ObjectTemplate.minSpawnDelay 600
ObjectTemplate.maxSpawnDelay 600
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 2
ObjectTemplate.teamOnVehicle 1
Reference this.
https://www.realitymod.com/forum/f354-c ... lines.html

I also suggest you re-read AASv4 again.
Be sure to really look at the pictures in aas64
Copy this into your GPO to replace your CP with this.

Code: Select all

rem ********** Control Points **********
rem [ControlPointTemplate: cpname_test_aas16_shed]
ObjectTemplate.create ControlPoint cpname_test_aas16_shed
ObjectTemplate.activeSafe ControlPoint cpname_test_aas16_shed
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.setControlPointName cpname_test_aas16_shed
ObjectTemplate.team 2
ObjectTemplate.controlPointId 103
ObjectTemplate.supplyGroupId -1
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: cpname_test_aas16_middle]
ObjectTemplate.create ControlPoint cpname_test_aas16_middle
ObjectTemplate.activeSafe ControlPoint cpname_test_aas16_middle
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.setControlPointName cpname_test_aas16_middle
ObjectTemplate.controlPointId 101
ObjectTemplate.supplyGroupId 20
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: cpname_test_aas16_houses]
ObjectTemplate.create ControlPoint cpname_test_aas16_houses
ObjectTemplate.activeSafe ControlPoint cpname_test_aas16_houses
ObjectTemplate.modifiedByUser "Robin"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.setControlPointName cpname_test_aas16_houses
ObjectTemplate.team 1
ObjectTemplate.controlPointId 102
ObjectTemplate.supplyGroupId 1
ObjectTemplate.hoistMinMax 0.2/0.9

if v_arg1 == host

   rem [ControlPoint: cpname_test_aas16_shed]
   Object.create cpname_test_aas16_shed
   Object.absolutePosition -351.313/147.202/157.772
   Object.layer 2

   rem [ControlPoint: cpname_test_aas16_middle]
   Object.create cpname_test_aas16_middle
   Object.absolutePosition -227.847/127.445/74.073
   Object.layer 2

   rem [ControlPoint: cpname_test_aas16_houses]
   Object.create cpname_test_aas16_houses
   Object.absolutePosition -140.218/149.954/-183.065
   Object.layer 2

endIf

CombatAreaManager.use 1
CombatAreaManager.timeAllowedOutside 10.000000
CombatArea.create CombatArea_0_AAS16
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint -377.991394/191.274719
CombatArea.addAreaPoint -324.385010/206.615601
CombatArea.addAreaPoint -203.898193/220.060730
CombatArea.addAreaPoint 110.277405/40.910034
CombatArea.addAreaPoint -25.189178/-56.358307
CombatArea.addAreaPoint -22.520386/-182.187500
CombatArea.addAreaPoint -94.045197/-275.006805
CombatArea.addAreaPoint -269.288391/-216.920105
CombatArea.addAreaPoint -424.942413/127.143250
CombatArea.addAreaPoint -376.595459/193.604065
CombatArea.team 0
CombatArea.vehicles 4
CombatArea.layer 2
Last edited by Rabbit on 2013-01-09 20:19, edited 1 time in total.
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Custom PR map crash at 100%

Post by Mineral »

what you should do (and what I did) is just open a map you know well. Where you know what kind of vehicles spawn and when, and then load up that map's GPO file. And then see how it is set up. try to copy a similar approach to your vehicles and flags so you get the hang of the way PR maps are done.
Last edited by Mineral on 2013-01-09 20:32, edited 1 time in total.
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Custom PR map crash at 100%

Post by Ason »

EDIT: Dude what is up witth your GPO.... Gx could you help him out with it or someone else, I'm in a Uni lecture right now...
What is GPO ?

EDIT:nvm.... :P
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Custom PR map crash at 100%

Post by Ason »

GP_MineralWouter wrote:what you should do (and what I did) is just open a map you know well. Where you know what kind of vehicles spawn and when, and then load up that map's GPO file. And then see how it is set up. try to copy a similar approach to your vehicles and flags so you get the hang of the way PR maps are done.
Alright i'll do that :)
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Custom PR map crash at 100%

Post by lucky.BOY »

'[R-DEV wrote:AFsoccer;1852494']There are some things that the editor absolutely requires, such as overgrowth. If you don't get an error, try to create some overgrowth and undergrowth, re-save and try to load it again.
[/LIST]
I dont think this is true, at least I made my test level without any OG or UG and it worked ingame...
CTRifle
Retired PR Developer
Posts: 1056
Joined: 2011-01-03 14:57

Re: Custom PR map crash at 100%

Post by CTRifle »

Well I had the issue once that it didn't make any overgrowth files and crashed when it attempted to load them
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Custom PR map crash at 100%

Post by Ason »

[R-CON]sylent/shooter wrote:Did you ever run the packing script? The map needs to be packed to play correctly. If you run it in windowed debug mode then please take a picture of the error it shows. Make sure to run everything in the PR_EDIT folder group instead of your normal PR folder.

Secondly I will make a video tutorial covering the basics of creating a map through to the packing and testing of the map this weekend. Hopefully that will put to rest this issue because I see many potential mappers turn away because it's too hard to figure out.

EDIT: Dude what is up witth your GPO.... Gx could you help him out with it or someone else, I'm in a Uni lecture right now...
What do you mean by run everything in my pr_edit folder? so i shouldn't drag it over to normal mods\pr folder?? and what happens if i already did that?
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Custom PR map crash at 100%

Post by sylent/shooter »

I mean it's best to run it in your pr_edit folder, because if you've set everything up properly you'll have a few .exe's in there.

For example all the debugger .exe files are in the pr_edit folder. Nothing bad will happen if you bring it over to the PR folder, but if something WAS to go wrong with the file transfer it could screw up PR and that'd be a big hassle to reinstall and everything. Just easier to run from the pr_edit folder.

Killing the enemy sylently
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: Custom PR map crash at 100%

Post by dunem666 »

Apart from Init.com and GPO's....

What else can cause map crash at 100%? The map loads fully but when you click on Squad assignment it CTD's with no error message on window mode.
dunem
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Custom PR map crash at 100%

Post by Outlawz7 »

Run debugger if you don't get any errors in windowed
https://www.realitymod.com/forum/showth ... ost1936179
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