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Thread: Overturned bus - getting "magic" errors!!!

  1. #1
    Hi,

    I have made an "overturned bus" model. However when I try to use it in game, I get a "magic" error which means nothing to me.

    Can anyone help?
    My prototype is available for download @
    www.freewebs.com/tunstals/zombus.rar (854k)

    It loads nicely in o2.

    Could it be to do with missing proxies? Any ideas? Please help, I am desperate to get this addon out.


    Also
    The overturned bus should have no driver, how can I set this in the config.cpp ?



    Regards,
    Scott \"Zombie Mod\" T.

    Programmer of the Unified Zombie Mod for Flashpoint (2003)

    Add zombiemod72 as a friend to your XFire account and we'll have a game together.

  2. #2
    Easy fix:

    1. Remove MemoryLOD, View-CargoLOD, View-Cargo-GeometryLOD, HitPointsLOD and LandContactLOD
    2. Remove ALL proxies and named selections.
    3. Base the bus on a different class in the config.cpp (TargetGrenade is a fairly standard one) and remove the following entries:

    Quote Originally Posted by [b
    Quote[/b] ]turnCoef=0;
    transportSoldier = 0;
    Since you don't want it to move, all of these things will make it a "static" object, rather than a drivable object.

    EDIT. And get yourselves a Tag at OFPEC




  3. #3
    Master Sergeant
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    Many thanks for your help! I will try that.

    Regards,
    Zombie mod

  4. #4
    Master Sergeant
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    Hi, I tried what you said but it still doesn't work. I still get "magic" errors

    The pbo is available for inspection @
    www.freewebs.com/tunstals/zombus.rar


    Here is the config.cpp:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    class CfgPatches
    {
    class ZombieMod_OverturnedBus
    {
    units&#91;&#93;={OverTurnedBus};
    requiredVersion=1.940000;
    };
    };


    class CfgVehicles
    {
    class All{};
    class Static&#58; All {};
    class Building&#58; Static {};
    class NonStrategic&#58; Building {};
    class TargetTraining&#58; NonStrategic{};
    class TargetGrenade&#58; TargetTraining{};

    class OverTurnedBus&#58; TargetGrenade
    {
    access = 2;
    model=&#34;&#92;zombus&#92;zombus.p3d&#34;;
    displayName=&#34;Zombie Mod - Overturned bus&#34;;
    };
    };

    [/QUOTE]

    Regards and thanks for your help,
    Zombie Mod.

  5. #5
    Master Sergeant
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    Anyone??? Help&#33;&#33;&#33;

  6. #6
    You still have all the driver/crew proxies left in the model. These are the faces/points that have no texture ("Unmapped"). Also your GeoLod has no properties, components or mass nor your ViewGeoLOD. Time to look at a few modelling tutes.

    *curses ODOL Explorer*

  7. #7
    i inspected this bus in o2 and removed all the parts you dont need as Leone said and wrote a new config.you might want to use the find components feature in the geometry lod too

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">// some basic defines
    #define TEast 0
    #define TWest 1
    #define TGuerrila 2
    #define TCivilian 3
    #define TSideUnknown 4
    #define TEnemy 5
    #define TFriendly 6
    #define TLogic 7

    #define true 1
    #define false 0

    // type scope
    #define private 0
    #define protected 1
    #define public 2

    #define WeaponNoSlot 0// dummy weapons
    #define WeaponSlotPrimary 1// primary weapons
    #define WeaponSlotSecondary 16// secondary weapons
    #define WeaponSlotItem 256// items
    #define WeaponSlotBinocular 4096// binocular
    #define WeaponHardMounted 65536

    class CfgPatches
    {
    class zombus
    {
    units&#91;&#93; = {zombus};
    weapons&#91;&#93; = {};
    requiredVersion = 1.00;
    };
    };

    class CfgVehicles
    {
    class All{};
    class Static&#58; All{};
    class Building&#58; Static{};
    class Strategic&#58; Building{};
    class zombus&#58; Strategic
    {
    *** scope=2;
    *** vehicleClass=&#34;Objects&#34;;
    *** icon=&#34;Unknown_object&#34;;
    *** model=&#34;&#92;zombus&#92;BISbus&#34;;
    *** displayName=&#34;BISbus&#34;;
    *** accuracy=0.200000;
    *** typicalCargo&#91;&#93;={};
    *** destrType=&#34;DestructBuilding&#34;;
    *** transportAmmo=0;
    *** transportRepair=0;
    *** transportFuel=0;
    *** mapSize=11;
    *** cost=0;
    *** armor=8000;
    };
    };[/QUOTE]
    and it worked fine

  8. #8
    Master Sergeant
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    Quote Originally Posted by (Leone @ May 16 2004,19:12)
    You still have all the driver/crew proxies left in the model. These are the faces/points that have no texture ("Unmapped"). Also your GeoLod has no properties, components or mass nor your ViewGeoLOD. Time to look at a few modelling tutes.

    *curses ODOL Explorer* ***
    LOL&#33;&#33;&#33; yeah... I have already read colonel klinks tutorials and brsseb&#39;s.. also had a wee bit of help from MiG too. I am still a n00b at modelling though

    The tutorials didn&#39;t have much in the way of overturned buses lol.

    Any more tutorials that I should take a look at? O2 for not quite n00bs but not quite l337?


    EDIT:
    Checked bus model and there is 10000 mass in Geo Lod. Looks alright to me. I compared it to the original bus model (which was not exported from ODOL explorer.)

    Am just removing unmapped textures... will let you know how I get on. Thanks for your help.




  9. #9
    Master Sergeant
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    Author of the Thread
    Fantastic. Worked like a charm.

    I created lodnoshadow properties and component01 in named selections, assigning mass to the single component, and it all worked just dandy.

    I will credit you guys in the release&#33;&#33;&#33; Thank you&#33;

    Zombie team.

  10. #10

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