Pleese Help! *SOLVED* thanks! :)
Posted: Mon Aug 07, 2006 2:40 pm
Im sorry but im not even sure if this is the rite place for this topic because im not even realy sure why its not working, I have made a few games before but have never had this problem, I have created a level and a new pawn whitch i have scripted with a working script and a pawn order and I have made the actor but for some reason reality factory crashes for no apparent reason when i try to run the level with the pawn in! this RF's error report and the pawn ini and the pawn's script,
RF error report
Pawn scipt
Pleeeeeze Help im soooo Confused
oh and the Blood commands arnt the problem ive used the exact same code for blood before with no problems.
Thanks! [/quote]
RF error report
Pawn iniSearching for fullscreen driver
Initializing Game Shell...
--------------------------------------
--- Reality Factory 080 test build ---
--- For more Information, visit: ---
--- http://www.realityfactory.ca ---
--------------------------------------
Parsed RealityFactory.ini file
Genesis 3d Initialized
Initializing Camera Manager...
Initializing User Input Subsystem...
Initializing Audio Manager Subsystem...
Initializing CD Audio Manager Subsystem...
Initializing Midi Audio Manager Subsystem...
Initializing RF Menu Manager Subsystem...
Initializing Network...
Loading Menu.ini...
Parsing Menu.ini...
Initializing Menu
File open attempt failed on type '9', file '.\savedgames.rgf'
Initializing Collision Manager Subsystem...
Initializing Network Manager Subsystem...
Initializing AVIFile Video Subsystem...
Launching Reality Factory Game Shell...
Entering CRFMenu::DoMenu()
Creating Camera
Entering ProcessMenu...
CRFMenu::ProcessMenu Entered
Entering Windows Message Loop, Rendering Game Menu
Initializing Level: levelone.bsp
Configuring Camera Defaults...
Initializing Entity Registry...
Initializing Terrain Manager...
Initializing Effects Manager...
Initializing Actor Manager...
Parsing Environment Setup Entity...
Initializing Model Manager...
Creating Player Avatar...
Loading Player Avatar...
Initializing HUD...
Initializing Damage Subsystem...
Initializing FixedCamera Manager Subsystem...
Loading Player Configuration...
Loading Attributes and Player Configuration from PlayerSetup.ini
Loading Environmental Audio
Parsing PlayerSetup Entity
Set LevelViewpoint
Set Initial Player Actor Scale, Rotation, Shadow and Lighting
Set Player Bounding Box
Parsing EnvironmentSetup Entity
Initializing Automatic Door Manager Subsystem...
Initializing Moving Platform Manager Subsystem...
Initializing Teleport Manager Subsystem...
Initializing MorphingField Effects Manager Subsystem...
Initializing 3d AudioSource Manager Subsystem...
Initializing Particle Effects Manager Subsystem...
Initializing Static Entity Props Subsystem...
Initializing Static Mesh Subsystem...
Initializing Soundtrack Toggle Subsystem...
Initializing Streaming Audio Manager Subsystem...
Initializing Video Texture Manager Subsystem...
Initializing Corona Manager Subsystem...
Initializing Dynamic Light Manager Subsystem...
Initializing ElectricBolt Manager Subsystem...
Initializing Procedural Texture Manager Subsystem...
Initializing Path Database...
Initializing Path Followers...
Initializing Rain Effects Manager...
Initializing Spout Effects Manager...
Initializing ActorSpout Effects Manager...
Initializing Floating Particle Effects Manager...
Initializing eChaos Effects Manager...
Initializing Flame Effects Manager...
Initializing ScriptPoint Manager Subsystem...
Initializing Pawn Manager Subsystem...
Setting Projected Shadows for Pawn1
Projected Shadows : true
Initializing ChangeAttribute Manager Subsystem...
Initializing Countdown Manager Subsystem...
Initializing Trigger Manager Subsystem...
Initializing LogicHandler Subsystem...
Initializing Message Manager Subsystem...
Initializing Effect Manager Subsystem...
Initializing Weapon Manager Subsystem...
Initializing FirePoint Manager Subsystem...
Initializing Flipbook Manager Subsystem...
Initializing AreaCheck Manager Subsystem...
Initializing Foliage Manager Subsystem...
Initializing Tree Manager Subsystem...
Initializing PWXImage Manager Subsystem...
Initializing Shadow Manager Subsystem...
Initializing Decal Manager Subsystem...
Initializing WallDecal Manager Subsystem...
Initializing LevelController Manager Subsystem...
Initializing Attribute Manager Subsystem...
Initializing Explosion Manager Subsystem...
Initializing Explosion Subsystem...
Initializing ChangeLevel Manager Subsystem...
Initializing ScreenShake Subsystem...
Initializing ViewSwitch Subsystem...
Initializing Inventory Subsystem...
Initializing Liquid Subsystem...
Initializing Overlay Subsystem...
Initializing TextureMorph Subsystem...
Initializing CutScene Subsystem...
Initializing ActorMaterial Subsystem...
Initializing Armour Subsystem...
Initializing LiftBelt Manager...
Initializing CDSpotlight Manager...
Initializing CurvedSurfaces Manager...
Preparing to Launch Game...
CRFMenu::GameLoop() - Setup and Run Level
CRFMenu::GameLevel() - Entering Inner Game Loop
CGenesisEngine::BeginFrame failed
Code: Select all
[zombie]
actorname = zombie.act
actorrotation = 0 180 0
actorscale = 1.5
fillcolor = 255 255 255
ambientcolor = 255 255 255
subjecttogravity = true
boundingboxanimation = idle
environmentmapping = false
allmaterial = true
percentmapping = 60
percentmaterial = 100
projectedshadows = true
Code: Select all
{
// Male Zombie
SCALE [1] // scale of actor
GROUP [zombie] // name of monster group
BOXWIDTH [0] // width and depth of bounding box
HOSTILEPLAYER [true] // hostile to player
HOSTILEDIFFERENT [false] // hostile to different Pawn group
HOSTILESAME [false] // hostile to same Pawn group
HEALTHATTRIBUTE [health] // name of health attribute
HEALTH [100] // initial amount of health
SIGHTDIST [2000] // max distance monster can see at idle
ALERTSIGHTDIST [4000] // max distance monster can see when alert
FOV [360] // field of view in degrees
YAWSPEED [100] // speed of rotation in deg/sec
DAMAGEATTRIBUTE [health] // attribute damaged by attack
ALERTTRIGGER [AlertG] // name of alert trigger
// define the type of monster this will be
ATTACKTYPE [melee] // type of attack - melee or missile
PATROL [false] // false - ambush or true - patrol
// idling and turning
STAND [idle] // idle animation
TURNL [] // turn left animation
TURNR [] // turn right animation
// when in pain
PAIN [pain] // pain animations
PAIN1 [pain]
PAIN2 [pain]
PAIN3 [pain]
PAINPERCENT [50] // percentage of time pain is shown
PAINSOUND [mpain25_2.wav] // sounds played when in pain
PAINSOUND1 [mpain50_2.wav]
PAINSOUND2 [mpain75_2.wav]
PAINSOUND3 [mpain100_2.wav]
// when dying
DIE [die1] // dying animations
DIE1 [die2]
DIE2 [die3]
DIE3 [die4]
DIEHOLD [3] // time corpse still appears
DIEFADE [3] // fadeout time of corpse
DIESOUND [mdeath1.wav] // sounds played when dying
DIESOUND1 [mdeath2.wav]
DIESOUND2 [mdeath3.wav]
DIESOUND3 [mdeath4.wav]
// when running to attack
RUN [walk1] // running animation
RUNSPEED [50] // average run speed
RUNSOUNDDELAY [2] // delay between making sounds when running to attack
RUNSOUND [mwalk1.wav] // sound played while running to attack
// when walking while patroling
WALK [walk1] // walking animation
WALKSPEED [50] // average walking speed
// the melee attack mode
MELEEATTACK [attack1] // melee attacking animations
MELEEATTACK1 [attack2]
MELEEATTACK2 [attack3]
MELEEATTACK4 [attack4]
MELEESOUND [mmelee1.wav] // sounds played when melee attacking
MELEESOUND1 [mmelee2.wav]
MELEESOUND2 [mmelee3.wav]
MELEERANGE [90] // max distance to start melee attack
MINMELEEDAMAGE [5] // minimum amount of damage per melee attack
MAXMELEEDAMAGE [10] // maximum amount of damage per melee attack
MELEEDELAY [5] // number of seconds between melee damages
MELEEDAMAGESOUND [mmelee2.wav] // sound played when damage is done
// search for enemy
LOSTTIME [15] // time to search for enemy before giving up
POINTRADIUS [20] // radius from point when considered there
// obstacle avoidance forces for jumping
FORCEUP [60] // obstacle avoidance jump speed
FORCEFORWARD [30] // obstacle avoidance forward speed
FORCESIDE [30] // obstacle avoidance sideways speed
// local variables - do not change
RUNFUNC [monster_run_start] // monster run to attack function
MISSILEFUNC [monster_missile_start] // monster missile function
MELEEFUNC [monster_melee_start] // monster melee function
LOSTFUNC [monster_lost_target_start] // monster lost target function
AS_NONE [0]
AS_MELEE [1]
AS_MISSILE [2]
AS_STRAIGHT [3]
attack_delay [0]
melee_time [0]
lost_time [0]
back_up [false]
back_time [0]
left_time [0]
back_flag [false]
fire_delay [0]
skill_time [0]
attack_state [0]
run_sound_time [0]
missile_sound [NULL]
// spawn pawn and do setup work
Spawn[ ()
{
Console(false);
Scale(SCALE); // scale the actor
if(BOXWIDTH > 0)
{
BoxWidth(BOXWIDTH*SCALE); // set bounding box width/depth
}
AttributeOrder(HEALTHATTRIBUTE, HEALTH, "Death"); // give monster health
HostilePlayer(HOSTILEPLAYER); // set who monster is hostile to
HostileSame(HOSTILESAME);
HostileDifferent(HOSTILEDIFFERENT);
SetFOV(FOV); // set field of view
SetGroup(GROUP); // assign a group to belong to
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
AddPainOrder("IdlePain", 100); // show pain and trigger alert
AvoidOrder("Avoidance");
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
AddTriggerOrder("GoLowCheck", INTERACTTRIGGER, 0); // go to interactmode when triggered
RotateToPoint(STAND, YAWSPEED, false, ""); // go to point if any specified
MoveToPoint(WALK, WALKSPEED*SCALE, "");
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
NewOrder("Patrol");
}
} ]
// avoid objects when doing a MoveToPoint
Avoidance[ ()
{
if(random(1,10)<3) // backup and move sideways sometimes
{
MoveBackward(WALK, WALKSPEED*SCALE, (WALKSPEED/2)*SCALE, "");
MoveRight(WALK, WALKSPEED*SCALE, (WALKSPEED/2)*SCALE, "");
}
else
{
Jump(RUN, FORCEUP*SCALE, true, "");
if(random(1,10)<6)
{
Move("", FORCEFORWARD*SCALE, (FORCEFORWARD/2)*SCALE, 0, 90, 0, "");
}
else
{
Move("", FORCEFORWARD*SCALE, (FORCEFORWARD/2)*SCALE, 0, -90, 0, "");
}
}
Return();
} ]
// idle in place waiting for something to happen
Idle[ ()
{
// need to monitor if the player is within distance and if so, detect the usekey being pressed
PlayAnimation(STAND, true, "");
PlayerDistOrder(BOXSIZE,"GoLowCheck");
if(random(1,10)>6)
{
if(random(1,10)>5)
{
Rotate(TURNL, 102, 0, 90, 0, "");
PlayAnimation(STAND, true, "");
Rotate(TURNR, 108, 0, -90, 0, "");
}
else
{
Rotate(TURNR, 108, 0, -90, 0, "");
PlayAnimation(STAND, true, "");
Rotate(TURNL, 102, 0, 90, 0, "");
}
}
RestartOrder();
} ]
GoLowCheck[()
{
// Switch to low level
LowLevel("CheckIn");
}]
CheckIn[()
{
// Check if keynumber 22 is pressed. Key 22 is, O
if(self.key_pressed=22)
{
// OK, key is pressed. get in
self.think="GetIn";
return 0;
}
if(self.player_range>BOXSIZE)
{
// Player no longer near pawn. Go to High Level Idle.
HighLevel("Idle");
return 0;
}
}]
GetIn[()
{
// Set Think Time to run every frame.
self.ThinkTime=0;
//SetEventState(DRIVINGTRIG,true);
self.think="InteractPlayer";
}]
// walk the beat from point to point
Patrol[ ()
{
NextPoint();
RotateMoveToPoint(WALK, YAWSPEED, WALKSPEED*SCALE, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
RestartOrder();
} ]
// show pain at idle then trigger to alert
IdlePain[ ()
{
switch(random(1,4)) // chose between 4 animations
{
case 1
{
PlayAnimation(PAIN, true, PAINSOUND);
}
case 2
{
PlayAnimation(PAIN1, true, PAINSOUND1);
}
case 3
{
PlayAnimation(PAIN2, true, PAINSOUND2);
}
case 4
{
PlayAnimation(PAIN3, true, PAINSOUND3);
}
}
SetEventState(ALERTTRIGGER, true); // set trigger to go to alert
Return();
} ]
// start shifting from idle to alert
IdleToAlert[ ()
{
FindTargetOrder(ALERTSIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // increase viewing distance
AddPainOrder("AlertPain", PAINPERCENT); // show pain
AddTimerOrder(1, 10, "AlertToIdle"); // go to idle after 10 secs
SetEventState(ALERTTRIGGER, false); // turn off alert trigger
NewOrder("Alert");
} ]
// look around at alert looking for enemy
Alert[ ()
{
if(random(1,10)>5)
{
Rotate(TURNL, 102, 0, 90, 0, "");
Rotate(TURNL, 102, 0, 90, 0, "");
Rotate(TURNL, 102, 0, 90, 0, "");
Rotate(TURNL, 102, 0, 90, 0, "");
}
else
{
Rotate(TURNR, 108, 0, -90, 0, "");
Rotate(TURNR, 108, 0, -90, 0, "");
Rotate(TURNR, 108, 0, -90, 0, "");
Rotate(TURNR, 108, 0, -90, 0, "");
}
RestartOrder();
} ]
// show pain at alert
AlertPain[ ()
{
switch(random(1,4)) // play one of 4 animations
{
case 1
{
PlayAnimation(PAIN, true, PAINSOUND);
}
case 2
{
PlayAnimation(PAIN1, true, PAINSOUND1);
}
case 3
{
PlayAnimation(PAIN2, true, PAINSOUND2);
}
case 4
{
PlayAnimation(PAIN3, true, PAINSOUND3);
}
}
Return();
} ]
// timed out at alert
AlertToIdle[ ()
{
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // decrease viewing distance
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
AddPainOrder("IdlePain", 100); // show pain
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
RotateToPoint(STAND, YAWSPEED, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
NewOrder("Patrol");
}
} ]
// found a target to attack
FoundTarget[ ()
{
DelTimerOrder(1); // get rid of alert timer
LowLevel(RUNFUNC); // attack functions are low level
} ]
// lost target while attacking so go back to idle again
LostTarget[ ()
{
FindTargetOrder(SIGHTDIST, "FoundTarget", DAMAGEATTRIBUTE); // seen a target to chase
AddPainOrder("IdlePain", 100); // show pain and trigger alert
AddTriggerOrder("IdleToAlert", ALERTTRIGGER, 0); // go to alert when triggered
if(PATROL = false)
{
NewOrder("Idle");
}
else
{
RotateToPoint(STAND, YAWSPEED, false, "");
MoveToPoint(WALK, WALKSPEED*SCALE, "");
NewOrder("Patrol");
}
} ]
// you died
Death[ ()
{
DelTimerOrder(1); // remove alert timer
AddPainOrder("IdlePain", 0); // remove pain order
FindTargetOrder(0, "FoundTarget", DAMAGEATTRIBUTE); // remove target finding
DelTriggerOrder("IdleToAlert"); // remove alert trigger
SetNoCollision(true); // remove bounding box so there are no collisions with corpse
switch(random(1,4)) // chose between 4 death animations
{
case 1
{
AnimateStop(DIE, DIEHOLD, DIESOUND);
}
case 2
{
AnimateStop(DIE1, DIEHOLD, DIESOUND1);
}
case 3
{
AnimateStop(DIE2, DIEHOLD, DIESOUND2);
}
case 4
{
AnimateStop(DIE, DIEHOLD, DIESOUND3);
}
}
if(DIEHOLD >= 5)
{
FadeOut(DIEFADE, 0); // fade out corpse
Remove(true); // remove actor
}
} ]
Blood[()
{
SetTargetPoint(random(1,128)-64,-64,random(1,128)-1);
FireProjectile("blooddrop","Bip01 Spine",0,0,0,"none",0);
SetTargetPoint(random(1,258)-25,-4,random(1,128)-1);
FireProjectile("blooddrop","Bip01 Head",0,0,0,"none",0);
SetTargetPoint(random(1,128)-64,-64,random(1,100)-50);
FireProjectile("blooddrop","Bip01 L Arm1",0,0,0,"none",0);
SetTargetPoint(random(1,128)-64,-64,random(1,128)-14);
FireProjectile("blooddrop","Bip01 Head",0,0,0,"none",0);
SetTargetPoint(random(1,128)-64,-64,random(1,64)-6);
FireProjectile("blooddrop","Bip01 Spine3",0,0,0,"none",0);
SetTargetPoint(random(1,128)-64,-64,random(1,128)-25);
FireProjectile("blooddrop","Bip01 R Leg1",0,0,0,"none",0);
self.think = "monster_run_pain";
}]
oh and the Blood commands arnt the problem ive used the exact same code for blood before with no problems.
Thanks! [/quote]