Scripting a Multi Map - Crashes PCs

A forum for discussing map making ideas and problems for the Myth series.
Post Reply
Lothar
Posts: 130
Joined: Wed Aug 04, 2004 9:49 pm
Location: Texas
Contact:

Post by Lothar »

Hey everyone,

As some of you may already know, I am working on my final plugin project which involves flexible multiplayer teams.

I have scripted a few levels successfully, and they all load beautifully on Mac and work quite well, but they crash PC's.

I am going to post my scripting here for anyone to look at, but basically I have given up on trying to fix it, as I have taken out all but the essential scripting, and it still crashes. If I take out any more, there would be no flexible teams and thus no point in continuing with my project.

Thanks for your help.

If it turns out to be an unfixable problem, that's ok too.

As this is my last plugin project I would like to thank everyone who has ever helped me.

Bye,
Lothar

-----------------------------------------------------------

Team 0 Light Defender Army

{

(subj, monster_identifier)

10261 (7warrior-new)

10259 (7warrior-new)

10257 (7warrior-new)

10255 (7warrior-new)

10254 (7warrior-new)

10256 (7warrior-new)

10258 (7warrior-new)

10260 (7warrior-new)

10000 (poacher)

10001 (poacher)

10002 (poacher)

10003 (poacher)

10005 (poacher)

10004 (poacher)

10028 (dwarf)

10247 (deer (explosive))

10246 (deer (explosive))

10024 (thrall)

10020 (thrall)

10016 (thrall)

10017 (thrall)

10021 (thrall)

10025 (thrall)

10026 (thrall)

10022 (thrall)

10018 (thrall)

10027 (thrall)

10023 (thrall)

10019 (thrall)

10035 (heron guard hero)

}


Team 0 Dark Defender Army

{

(subj, monster_identifier)

10000 (poacher)

10001 (poacher)

10002 (poacher)

10003 (poacher)

10004 (poacher)

10005 (poacher)

10006 (stygian knight (netplay))

10007 (stygian knight (netplay))

10008 (stygian knight (netplay))

10009 (stygian knight (netplay))

10012 (stygian knight (netplay))

10013 (stygian knight (netplay))

10014 (stygian knight (netplay))

10015 (stygian knight (netplay))

10016 (thrall)

10024 (thrall)

10020 (thrall)

10025 (thrall)

10021 (thrall)

10017 (thrall)

10018 (thrall)

10022 (thrall)

10026 (thrall)

10027 (thrall)

10023 (thrall)

10019 (thrall)

10034 (wight)

10035 (heron guard hero)

10033 (ghol)

10032 (ghol)

10031 (ghol)

10246 (deer (explosive))

10247 (deer (explosive))

}


Team 0 Light Attacker Army

{

(subj, monster_identifier)

10312 (poacher)

10313 (poacher)

10314 (poacher)

10315 (poacher)

10316 (poacher)

10317 (poacher)

10343 (heron guard hero)

10334 (thrall)

10330 (thrall)

10326 (thrall)

10327 (thrall)

10331 (thrall)

10335 (thrall)

10336 (thrall)

10332 (thrall)

10328 (thrall)

10329 (thrall)

10333 (thrall)

10337 (thrall)

10338 (dwarf)

10348 (7warrior-new)

10344 (7warrior-new)

10345 (7warrior-new)

10349 (7warrior-new)

10350 (7warrior-new)

10346 (7warrior-new)

10347 (7warrior-new)

10351 (7warrior-new)

10352 (deer (explosive))

10353 (deer (explosive))

}


Team 0 Dark Attacker Army

{

(subj, monster_identifier)

10342 (wight)

10343 (heron guard hero)

10326 (thrall)

10327 (thrall)

10328 (thrall)

10329 (thrall)

10333 (thrall)

10332 (thrall)

10331 (thrall)

10330 (thrall)

10334 (thrall)

10335 (thrall)

10336 (thrall)

10337 (thrall)

10341 (ghol)

10340 (ghol)

10339 (ghol)

10353 (deer (explosive))

10352 (deer (explosive))

10322 (stygian knight (netplay))

10318 (stygian knight (netplay))

10319 (stygian knight (netplay))

10323 (stygian knight (netplay))

10324 (stygian knight (netplay))

10320 (stygian knight (netplay))

10321 (stygian knight (netplay))

10325 (stygian knight (netplay))

10312 (poacher)

10313 (poacher)

10314 (poacher)

10315 (poacher)

10316 (poacher)

10317 (poacher)

}


-------------------------------------------------------------------


Team 1 Light Defender Army

{

(subj, monster_identifier)

10308 (7warrior-new)

10304 (7warrior-new)

10309 (7warrior-new)

10305 (7warrior-new)

10310 (7warrior-new)

10306 (7warrior-new)

10311 (7warrior-new)

10307 (7warrior-new)

10296 (dwarf)

10275 (poacher)

10274 (poacher)

10273 (poacher)

10272 (poacher)

10271 (poacher)

10270 (poacher)

10295 (thrall)

10291 (thrall)

10284 (thrall)

10285 (thrall)

10290 (thrall)

10294 (thrall)

10293 (thrall)

10289 (thrall)

10286 (thrall)

10287 (thrall)

10288 (thrall)

10292 (thrall)

10301 (heron guard hero)

10302 (deer (explosive))

10303 (deer (explosive))

}


Team 1 Dark Defender Army

{

(subj, monster_identifier)

10283 (stygian knight (netplay))

10279 (stygian knight (netplay))

10282 (stygian knight (netplay))

10278 (stygian knight (netplay))

10281 (stygian knight (netplay))

10277 (stygian knight (netplay))

10276 (stygian knight (netplay))

10280 (stygian knight (netplay))

10275 (poacher)

10274 (poacher)

10273 (poacher)

10272 (poacher)

10271 (poacher)

10270 (poacher)

10295 (thrall)

10294 (thrall)

10293 (thrall)

10292 (thrall)

10288 (thrall)

10289 (thrall)

10290 (thrall)

10291 (thrall)

10284 (thrall)

10285 (thrall)

10286 (thrall)

10287 (thrall)

10300 (wight)

10301 (heron guard hero)

10299 (ghol)

10298 (ghol)

10297 (ghol)

10303 (deer (explosive))

10302 (deer (explosive))

}


Team 1 Light Attacker Army

{

(subj, monster_identifier)

10109 (poacher)

10110 (poacher)

10111 (poacher)

10112 (poacher)

10113 (poacher)

10114 (poacher)

10142 (heron guard hero)

10263 (7warrior-new)

10262 (7warrior-new)

10135 (dwarf)

10264 (7warrior-new)

10265 (7warrior-new)

10269 (7warrior-new)

10268 (7warrior-new)

10267 (7warrior-new)

10266 (7warrior-new)

10131 (thrall)

10127 (thrall)

10123 (thrall)

10124 (thrall)

10132 (thrall)

10128 (thrall)

10129 (thrall)

10125 (thrall)

10133 (thrall)

10134 (thrall)

10130 (thrall)

10126 (thrall)

10252 (deer (explosive))

10253 (deer (explosive))

}


Team 1 Dark Attacker Army

{

(subj, monster_identifier)

10109 (poacher)

10110 (poacher)

10111 (poacher)

10112 (poacher)

10113 (poacher)

10114 (poacher)

10141 (wight)

10142 (heron guard hero)

10115 (stygian knight (netplay))

10116 (stygian knight (netplay))

10117 (stygian knight (netplay))

10118 (stygian knight (netplay))

10122 (stygian knight (netplay))

10121 (stygian knight (netplay))

10120 (stygian knight (netplay))

10119 (stygian knight (netplay))

10138 (ghol)

10139 (ghol)

10140 (ghol)

10253 (deer (explosive))

10252 (deer (explosive))

10131 (thrall)

10127 (thrall)

10123 (thrall)

10128 (thrall)

10124 (thrall)

10132 (thrall)

10133 (thrall)

10129 (thrall)

10125 (thrall)

10126 (thrall)

10130 (thrall)

10134 (thrall)

}


-------------------------------------------------------------------


Team 0 Forfeit Unit Selector

{

(subj, monster_identifier)

10354 (zForfeit Monster)

}


Team 1 Forfeit Unit Selector

{

(subj, monster_identifier)

10359 (zForfeit Monster)

}


-------------------------------------------------------------------


Team 0 Light Defender Unit Selector

{

(subj, monster_identifier)

10356 (zLight Defender)

}


Team 0 Dark Defender Unit Selector

{

(subj, monster_identifier)

10358 (zDark Defender)

}


Team 0 Light Attacker Unit Selector

{

(subj, monster_identifier)

10355 (zLight Attacker)

}


Team 0 Dark Attacker Unit Selector

{

(subj, monster_identifier)

10357 (zDark Attacker)

}


-------------------------------------------------------------------


Team 1 Light Defender Unit Selector

{

(subj, monster_identifier)

10361 (zLight Defender)

}


Team 1 Dark Defender Unit Selector

{

(subj, monster_identifier)

10363 (zDark Defender)

}


Team 1 Light Attacker Unit Selector

{

(subj, monster_identifier)

10360 (zLight Attacker)

}


Team 1 Dark Attacker Unit Selector

{

(subj, monster_identifier)

10362 (zDark Attacker)

}


-------------------------------------------------------------------


Test for Team 0 Forfeit Unit [Test Unit]

activates_only_once, initially_active

deactivates_on_execution

15.00, 15.00

{

Unit Count Greater Than

0

Link

Team 0 Forfeit Unit Selector

Activates on Success

Test for Team 1 Forfeit Unit

Activates on Failure

Test for Team 1 Forfeit Unit

}


Test for Team 1 Forfeit Unit [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Unit Count Greater Than

0

Link

Team 1 Forfeit Unit Selector

Activates on Success

Test for Team 0 Light Defender Unit Selector

Activates on Failure

Test for Team 0 Light Defender Unit Selector

}


-------------------------------------------------------------------


Test for Team 0 Light Defender Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 0 Light Defender Unit Selector

Unit Count Greater Than

0

Activates on Success

Test for Team 1 Dark Attacker Unit Selector

Activates on Failure

Test for Team 0 Dark Defender Unit Selector

}


Test for Team 0 Dark Defender Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 0 Dark Defender Unit Selector

Unit Count Greater Than

0

Activates on Success

Test for Team 1 Light Attacker Unit Selector

Activates on Failure

Test for Team 0 Light Attacker Unit Selector

}


Test for Team 0 Light Attacker Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 0 Light Attacker Unit Selector

Unit Count Greater Than

0

Activates on Success

Test for Team 1 Dark Defender Unit Selector

Activates on Failure

Test for Team 0 Dark Attacker Unit Selector

}


Test for Team 0 Dark Attacker Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 0 Dark Attacker Unit Selector

Unit Count Greater Than

0

Activates on Success

Test for Team 1 Light Defender Unit Selector

Activates on Failure

<deleted action>

}


-------------------------------------------------------------------


Test for Team 1 Light Defender Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 1 Light Defender Unit Selector

Unit Count Greater Than

0

Activates on Success

Make Team Combo Four Appear

Selection Unit Cleanup

Activates on Failure

<deleted action>

}


Test for Team 1 Dark Defender Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 1 Dark Defender Unit Selector

Unit Count Greater Than

0

Activates on Success

Make Team Combo Three Appear

Selection Unit Cleanup

Activates on Failure

<deleted action>

}


Test for Team 1 Light Attacker Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 1 Light Attacker Unit Selector

Unit Count Greater Than

0

Activates on Success

Make Team Combo Two Appear

Selection Unit Cleanup

Activates on Failure

<deleted action>

}


Test for Team 1 Dark Attacker Unit Selector [Test Unit]

activates_only_once, no_initial_delay

deactivates_on_execution

0.00, 0.00

{

Link

Team 1 Dark Attacker Unit Selector

Unit Count Greater Than

0

Activates on Success

Make Team Combo One Appear

Selection Unit Cleanup

Activates on Failure

<deleted action>

}


-------------------------------------------------------------------


Make Team Combo One Appear [Unit Control]

activates_only_once, no_initial_delay

deactivates_on_successful_execution

0.00, 0.00

{

Visible Flag

true

Link

Team 0 Light Defender Army

Team 1 Dark Attacker Army

World Knot Visibility Flag

true

Reinforcements Alert

true

}


Make Team Combo Two Appear [Unit Control]

activates_only_once, no_initial_delay

deactivates_on_successful_execution

0.00, 0.00

{

Visible Flag

true

Link

Team 0 Dark Defender Army

Team 1 Light Attacker Army

World Knot Visibility Flag

true

Reinforcements Alert

true

}


Make Team Combo Three Appear [Unit Control]

activates_only_once, no_initial_delay

deactivates_on_successful_execution

0.00, 0.00

{

Visible Flag

true

Link

Team 0 Light Attacker Army

Team 1 Dark Defender Army

World Knot Visibility Flag

true

Reinforcements Alert

true

}


Make Team Combo Four Appear [Unit Control]

activates_only_once, no_initial_delay

deactivates_on_successful_execution

0.00, 0.00

{

Visible Flag

true

Link

Team 0 Dark Attacker Army

Team 1 Light Defender Army

World Knot Visibility Flag

true

Reinforcements Alert

true

}


-------------------------------------------------------------------


Selection Unit Cleanup [Unit Control]

activates_only_once, only_initial_delay

deactivates_on_successful_execution

10.00, 10.00

{

Link

Team 0 Forfeit Unit Selector

Team 1 Forfeit Unit Selector

Team 0 Light Defender Unit Selector

Team 0 Dark Defender Unit Selector

Team 0 Light Attacker Unit Selector

Team 0 Dark Attacker Unit Selector

Team 1 Light Defender Unit Selector

Team 1 Dark Defender Unit Selector

Team 1 Light Attacker Unit Selector

Team 1 Dark Attacker Unit Selector

Fade Flag

true

Invisible Flag

true

}
User avatar
GHOST®
Posts: 673
Joined: Sat Mar 20, 2004 12:19 am
Location: MiChIgAn
Contact:

Post by GHOST® »

[color=DFC99B]What does you Myth Log.txt say after it crashes, if anything, besides Myth Crashed ??

Its impossible to follow your script with all those mons containers, just scanning thru it I didnt see anything alarming other than your "Make Team Combo`s" all seem to be linked to the same 2 unit containers, but there could be a reason to that I am unaware of without the rest of the script to review.

From what you say, you removed all but the essential parts of the script and it still crashes, so it may also be a tag issue ??

If you like, UL your map to MagmaHL and I will look it over and see if anything jumps out as a cause of your problems. No promises, but since Ive probably crashed Myth more than anyone with my scriptings, Ive run across just about every cause and solution and may be able to track right in on your problem.

Either way, GL, HF, and die well. ;o)[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
Graydon
Posts: 1605
Joined: Sun Mar 21, 2004 5:10 pm

Post by Graydon »

It's already up in Lothar's Uploads G.

_MythWars i think it is named.

The maps in question are the Salvation and Willow ones. We thought we'd concluded last night that it was the scripting of 'Winning Team = -1' and the fact that there is ambient life on those two meshes, while not on the others. (the other two work on PC I think..)

Lothar said it was working fine for him in local form two days back.. but now.... :(

The script is pretty simplistic really.. just some TUNIs and CTRLs, with the various different endgame conditions.
Image
User avatar
GHOST®
Posts: 673
Joined: Sat Mar 20, 2004 12:19 am
Location: MiChIgAn
Contact:

Post by GHOST® »

[color=DFC99B]
The maps in question are the Salvation and Willow ones. We thought we'd concluded last night that it was the scripting of 'Winning Team = -1' and the fact that there is ambient life on those two meshes, while not on the others. (the other two work on PC I think..)
Well, the obvious test here then would be to back up those maps, then remove those team -1 ambient units from the mesh/mons pallette and see if they still crash PC`s. ;o)[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
Lothar
Posts: 130
Joined: Wed Aug 04, 2004 9:49 pm
Location: Texas
Contact:

Post by Lothar »

The above text has no mention of endgame script or any reference to team -1. That was the script I took out. Still crashes.

mythlog.txt has nothing in it. Probably because the whole thing crashes, not just the map (crash to desktop).

The map loads AND runs quite well (or so I'm told) on Macintosh computers.

The Willow Creek Mesh doesn't work because I never finished it, as Gray was wondering last night.

Thanks.
User avatar
Phex
Posts: 251
Joined: Tue Aug 24, 2004 6:26 pm

Post by Phex »

If anybody should still be interested: I think I found the bug in this script.

The TUNI "Test for Team 0 Forfeit Unit" is initially active. This means it interferes with the unit trading phase causing Myth to crash.
When you add a Netgame Time action looking for the planning time to be over and activating the TUNI afterwards, it seems to work perfectly.
Planning Time and scripting with tradeable units always mar each other, I have experienced this before. I think it has to do with changing unit IDs during or after the unit trading phase. People who have access to the Myth source code might have more specific information.

regards,
Phex
Image
User avatar
William Wallet
Posts: 1494
Joined: Tue Mar 30, 2004 9:40 am
Location: Perth Australia
Contact:

Post by William Wallet »

Hahahah, you should've told him before he got frustrated and quit!
Okay I got the models but now I'm too dumb to do anything with 'em
User avatar
GHOST®
Posts: 673
Joined: Sat Mar 20, 2004 12:19 am
Location: MiChIgAn
Contact:

Post by GHOST® »

[color=DFC99B]Cant let frustration thwart you with Myth Map making, you have to channel it back into beating Loathing into submission until the map you desired is created. ;o)

If that dont work, a bigger crowbar has been known to get results. ;op[/color]
"Do you want to be healed now? Or would you prefer to bleed to death so I can try my hand at resurrection?"
User avatar
Khellek
Posts: 124
Joined: Mon Jun 07, 2004 2:29 am

Post by Khellek »

I would be leary of "non-standard" characters in the MA descriptions, i.e. "-", "[". Both of these have caused Loathing to crash on me. Whe I use these characters, I can't even import a script into Loathing. Seems like the are used as "delimiters" and are not allowed as valid characters.

It might not be the prob, as Phex has apparently figured it out, but it can't hurt to remove those characters if they are used and see what happens.

Good luck.
There can be only one...
Post Reply