Staredit Network

Staredit Network -> Modding Assistance -> Disabled crashing?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-06 at 18:52:22
Well... EzDay made this iscript data and grp for the photon cannon... Its for my new mod KookyKraft, and it took him forever to get it right. Unfortunately, I found a problem in his design. It seems that if you disable a photon cannon and look at it, SC crashes. Neither of us know why. Does anyone know why this might happen? MPQ is attached.

PS: Consider this a sneak peak for KookyKraft wink.gif

Please note: The only thing changed is the photon cannon.

ADD: Disabled meaning the pylon died.
Report, edit, etc...Posted by Corbo(MM) on 2006-07-06 at 19:29:35
I've heard rumors that any iscript change makes buildings crash when disabled...

im not that sure though
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-06 at 19:30:54
That would suck... Can anyone verify that?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-06 at 22:18:25
I see 2 cardinal sins with that MPQ.

1. There isn't a shadow replacement. You need to at least do a dummy shadow file with the same number of frames.
2. That Iscript.bin is messed up. And thats where the problem is. I figured that the problem was Iscript related, but I wasn't too sure where. I tried to fix it by overwriting the photon cannon's script by using IceCC, but it wouldn't compile, and said that there was an illegal opcode(above 0x44) somewhere. So, I removed every file from the mpq, created a new script(in IceCC), and tried it out. Result below...
Report, edit, etc...Posted by EzDay281 on 2006-07-06 at 23:12:35
QUOTE
1. There isn't a shadow replacement. You need to at least do a dummy shadow file with the same number of frames.

Never knew this. This is the first time I've done this whole sprite-replacement thing except for Interceptor shots being made single and cursor replacement.

QUOTE
2. That Iscript.bin is messed up. And thats where the problem is. I figured that the problem was Iscript related, but I wasn't too sure where. I tried to fix it by overwriting the photon cannon's script by using IceCC, but it wouldn't compile, and said that there was an illegal opcode(above 0x44) somewhere. So, I removed every file from the mpq, created a new script(in IceCC), and tried it out. Result below...

I thought IceCC always rejected ICE-made iscript files.
Could you send me the new iscript file?
Report, edit, etc...Posted by nirvanajung on 2006-07-07 at 02:27:07
QUOTE
1. There isn't a shadow replacement. You need to at least do a dummy shadow file with the same number of frames.
QUOTE(EzDay281 @ Jul 6 2006, 09:12 PM)

Never knew this. This is the first time I've done this whole sprite-replacement thing except for Interceptor shots being made single and cursor replacement.


aight just moment ago, i had look around grp and iscript in attached MPQ
first off DoA's answer right, there are need shadows with same number frames to fit with each animations script
QUOTE
That Iscript.bin is messed up..... I tried to fix it by overwriting the photon cannon's script by using IceCC, but it wouldn't compile, and said that there was an illegal opcode(above 0x44) somewhere
QUOTE

I thought IceCC always rejected ICE-made iscript files.
Could you send me the new iscript file?


Basically ... that Iscript.bin not messed up dat just happen to when try decompile
iscript.bin wat maded by ice with use IceCC
that error msg is bear no relation to messed up and file corrupted
that just matter about unavailable to compatible each maded iscript.bin file
between ice and iceCC

in looking around dat iscript with ice all photon canon's scripting are just fine
basically there are np so i think u don't have to edit any scripting

try add pieces for shadow images as to fit
then i guess that problem would be solved

btw .... ur unit\bullet\epbbul.grp file maybe corrupted
i tried load that grp with Retro and GRP-editor in SD, and when i tried
go to last frame dat all Retro was down also GRP-editor in SD couldn't load that grp

check that epbbul.grp file

and here just advice is , why did u put ice.tmp,tfile.ice files in MPQ
those files nothing to work for SC and script, they are just temp files for work ice
so has no connection with SC in realated to iscript

u don't need to put them into MPQ just don't respect to those files next time
Report, edit, etc...Posted by EzDay281 on 2006-07-07 at 03:05:45
QUOTE
aight just moment ago, i had look around grp and iscript in attached MPQ
first off DoA's answer right, there are need shadows with same number frames to fit with each animations script

Though, I can understand why making shadows with an appropriate number of frames is a good idea, I don't understand how tehy cause the game to crash when you remove power from the Photon Cannon.

QUOTE
in looking around dat iscript with ice all photon canon's scripting are just fine
basically there are np so i think u don't have to edit any scripting

Ah. That's what I thought.

QUOTE
btw .... ur unit\bullet\epbbul.grp file maybe corrupted

Woah. I just opened it with RetroGRP ( Special Edition ) , and the last frame displayed as a solid block of green - this would explain the odd vertical stripes that appeared when I looked just barely off of the sprite while firing. If I looked directly at it when it hit, it crashed, until I removed the final frame of the animation.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-07 at 10:16:48
Uh... DoA, could we have that iscript? It might help tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-07 at 10:38:44


1. I've reopened Ice modified iscripts with IceCC for overwriting...don't know where your problem is...

2. The shadows are unrelated to the crash, but if you didn't fix them later, you might get a crash.

3. Okay, unfortunately, I don't have that script with me any more, plus I only had changes for the Photon cannon, since I couldn't overwrite yours. I don't have it because I was trying to re-add in the rest of the stuff, double cheking to make sure I'd figured everything out. But, I can tell you exactly what I changed fromt the default one in IceCC.

A. Changed the the repeat attack animations to point to the Init attacks

B. The ground attack looked like this(or really close...):

CODE

PhotonCannonGndAttkInit:
playfram 1
wait  1
playfram 2
wait  1
attack26
wait  1
playfram 3
wait  1
playfram 4
wait  1
playfram 5
wait  1
playfram 6
wait  1
playfram 7
wait  1
playfram 8
wait  1
playfram 9
wait  1
playfram 10
wait  1
playfram 11
wait  1
playfram 12
wait  1
playfram 13
wait  1
gotorepeatattk
ingnorerest
playfram 1
wait  1
goto  PhotonCannonReturnToIdle



that's it. now, the tags may be off in name, but you should know what they are, but I swear that's all I changed.

btw, I didn't look at the weapon(epbbul.grp...). And unless you have the script trying to play that green frame....that could be a problem. I wasn't exactly able to trace back to which sprite was causing the trouble, I assumed it was the new photon cannon...
try fixing the bullet and seeing what that does. If neither seems to work, I'll try to trace back to the palette function that is causing the error.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-07 at 10:44:07
I think he removed the part where it tried to play the last frame... Not sure though.
Report, edit, etc...Posted by EzDay281 on 2006-07-07 at 14:58:57
QUOTE
A. Changed the the repeat attack animations to point to the Init attacks

You mean give them the same offset?

QUOTE
that's it. now, the tags may be off in name, but you should know what they are, but I swear that's all I changed.

Erm. Basicaly, that's what I did, except that you forgot the UseWeapon. o.0

The first thought that came to me was that perhaps the cause of the crash is that I've used the palette colors that weren't meant for use with units and only special things like shield flares. Could this be it?
Report, edit, etc...Posted by DiscipleOfAdun on 2006-07-07 at 15:33:15


Yes, the same offset.

Hmm, wonder what's going on here....

And yes, that could be it...
Report, edit, etc...Posted by EzDay281 on 2006-07-08 at 15:35:27
Um. I already did give them the same scripts.
For all my edited animation scripts, I just copy the offset for initial and paste it into the repeated animation slot.
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