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			| weegee DRL Developer 
					Joined: Thu Jun 11, 2009 2:34 pm
 Posts: 966
 Location: Moscow, Russia
   |   Strange bugs in campaign missionHi, I've made a campaign mission. It is almost playable and debugged. At least there are no errors in the LUA console, an everything works and triggers fine. But there are strange bugs which I can't figure out how to handle. And I don't even understand their nature. I guess that quite big LUA script somehow cripples internal state of the engine and it leads to weird ingame behaviour. 
 Examples of weirdness are:
 - Dummies spawned in tower are trying to get to the dummy controllers insted of brainhunting as set in the script.
 - Dummies spawned form dropships are trying to kill their own dropships.
 - Heavy brain robot suddenly explodes causing defeat, like if bullets fired inside the tower could hit the brain in the coalition mini bunker.
 
 Any ideas why this can happen? Maybe too much LUA or bad scene (derived from "flatzone large")?. Any help would be appreiated.
 
 
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			| Mon Jun 22, 2009 1:04 pm | 
					
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			| ProjektTHOR Banned 
					Joined: Tue Feb 27, 2007 4:05 pm
 Posts: 2527
   |   Re: Strange bugs in campaign missionLua.
 Good lord, this is like a disease out of control.
 
 
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			| Mon Jun 22, 2009 1:41 pm | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: Strange bugs in campaign missionI would say large scene.
 And no, lua does not corrupt the internal engine.
 
 
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			| Mon Jun 22, 2009 6:09 pm | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Strange bugs in campaign missionHit Ctrl + P and tell us how many MOIDs it displays when ♥♥♥♥ starts getting weird.
 Negative points if it's over 255.
 
 
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			| Mon Jun 22, 2009 7:38 pm | 
					
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			| weegee DRL Developer 
					Joined: Thu Jun 11, 2009 2:34 pm
 Posts: 966
 Location: Moscow, Russia
   |   Re: Strange bugs in campaign missionYeah, I've got 240 of them from the begining, and about 265 when glitches come out. Any ways to decrease them on start? Maybe rebuid scene using less materials? Ofcourse I'll add limit checking code on all LUA spawns. 
 
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			| Tue Jun 23, 2009 6:51 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: Strange bugs in campaign missionCode: if MovableMan:GetMOIDCount() < 240 andIs what TLB uses for his vanilla areas.
 
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			| Tue Jun 23, 2009 6:53 am | 
					
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			| LowestFormOfWit 
					Joined: Mon Oct 06, 2008 2:04 am
 Posts: 1559
   |   Re: Strange bugs in campaign missionI think you're missing some of that snippet.. 
 
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			| Tue Jun 23, 2009 7:06 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: Strange bugs in campaign missionI left the part out so he could add it to his existing if statements. 
 
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			| Tue Jun 23, 2009 7:17 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Strange bugs in campaign missionfor actor in MovableMan.Actors doif MovableMan:GetMOIDCount() >= 250 then
 actor:GibThis();
 end
 end
 
 This is the only efficient way to solve your problem and will work without any problems 100% of the time. I suggest all mod makers put this into mods. And scenes.
 
 
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			| Tue Jun 23, 2009 7:31 am | 
					
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			| mail2345 
					Joined: Tue Nov 06, 2007 6:58 am
 Posts: 2054
   |   Re: Strange bugs in campaign missionAnd if the gibs are greater than the attachables?
 EDIT:
 Oh, I would recomend killing the last actor instead, by writing it to a table, and deleting the last entries.
 
 
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			| Tue Jun 23, 2009 7:54 am | 
					
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			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Strange bugs in campaign missionGibs don't count in the MOID limit. 
 
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			| Tue Jun 23, 2009 8:33 am | 
					
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			| weegee DRL Developer 
					Joined: Thu Jun 11, 2009 2:34 pm
 Posts: 966
 Location: Moscow, Russia
   |   Re: Strange bugs in campaign missionI've cut about 1K of pixels from the map, and removed all unnecessary blocks, dummies and weapons. Now I have about 160 MOIDs from start. Hope it will be enough to avoid glitches without killing poor helpless dummies. Thanks a lot. 
 
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			| Tue Jun 23, 2009 9:35 am | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: Strange bugs in campaign mission160 should be good.  Just for future reference, all of the following count as 1 MOID: ActorsADoors
 AHumans
 ACrabs
 ACRockets
 ACDropships
 Arms
 Legs
 Heads
 Attachables
 HDFirearms
 HeldDevices
 For instance, a Coalition Heavy Soldier equipped with a Heavy Sniper Rifle would have: 2 legs 2 arms 1 head 1 helmet 1 torso/actor 1 chest plate 1 weapon __________ 9 MOIDs. A dummy turret has 11, so avoid those.  Long doors have 2 (door and motor) and tunnel doors have 2 doors, so they have 4 MOIDs.  All of this adds up.  Be sure to add actors very carefully.
 
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			| Tue Jun 23, 2009 9:59 pm | 
					
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			| weegee DRL Developer 
					Joined: Thu Jun 11, 2009 2:34 pm
 Posts: 966
 Location: Moscow, Russia
   |   Re: Strange bugs in campaign missionGreat reference. Now I doubt where I can put all this info in Wiki. To the Modding\Scenes or to the LUA sections? 
 
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			| Wed Jun 24, 2009 6:50 am | 
					
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			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Strange bugs in campaign missionIt's a general knowledge piece of information that applies to ALL modding, so it shouldn't go into a lua section.
 
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			| Wed Jun 24, 2009 7:09 am | 
					
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