Luxury Liner Hawaii pwns me right off the server
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Whenever LLH fires on me I CTD. I figured it was the guns because everything was fine until she started thumping me. I investigated the guns and found a couple lines in [Munition] section that didn’t belong, so I removed them both server and client side.
<data file="data\equipment\weapon_equip.ini" method="sectionreplace" options="1:0, 1:1">[Munition] nickname = co_liner_turret01_ammo <dest>DA_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat</dest> <source></data>
Those two lines are for missiles, not gun turrets so I figured that would solve the problem. It didn’t. I also removed the following items from the loadout to make sure they weren’t causing any issues.
<data file="data\ships\loadouts_utility.ini" method="sectionreplace" options="20:0">[Loadout] nickname = ge_liner_co_01 <dest>equip = ge_s_tractor_01 equip = sfx_rumble_liner equip = ge_lnr_engine_01</dest> <source></data>
I had heard that sometimes the engines installed on some of the bases would cause CTDs with players when the guns opened fire but, that didn’t fix the problem either.
I’m looking for ideas.
R
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You mi9ght want to also check that the effect and the sound the guns use are in the effects.ini, had this problem recently with a new ship and new guns we added.
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Yeah the 3 most common things which cause CTD upon firing are:
1.) invalid projectile archetype
2.) invalid muzzle flash effect
3.) invalid projectile effectDrastically different settings than original can also cause CTD. Besides, if you use light anim for projectile/muzzle effects, it MUST BE VALID otherwise !CTD!! BTW, invalid sound target doesn’t cause CTD…
Edit: oh and I almost forgot about the gun meshes! Make sure it has at least 1 HpFire hardpoint (HpFire01), but adding too much of these causes crash. Guns with 5 HpFire hardpoints still work, but I got a CTD with 10 of them. Limit is around 5-6, I think…
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Follow up:
This problem does not occur on a vanilla server. This is what we’ve found in additional testing. Effects have not been altered.
We noticed a couple of oddities regarding this issue.
The first oddity is that turret_09 can actually be shot off. This is with the vanilla loadout (engine, rumble, and tractor have been removed in an attempt to find a solution).
It seems that turret_09 is the ONLY one that can be shot off. The other guns just smoke when they get damaged. Eventually they regen and resume operation.
All of the guns are the same (co_liner_turret01)I thought at first it might be the fact that the ammo for the gun has the following lines that don’t belong:
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.matI removed those entries but no joy.
This phenomena does not occur on a vanilla unmodded server.
BW07.ini has not been altered in any way that might contribute to this problem.
shiparch ge_liner has been significantly modded, but I don’t see anything that might also cause the two probs.
I’m guessing that the crash happens because the ship is trying to fire a turret that isn’t there (still investigating this)
I’m at a loss to explain why the turret falls off in the first place though.Any suggestions?
Here’s the shiparch for the liner btw. Some entries might seem odd to those not familiar with FLAC. They do add some functionality and configurability though. This is the only ship base that we see this problem on. The battleship bases are modded almost identically and do not present with the player CTD.
[Ship]
ids_name = 458784
ids_info = 460781
ids_info1 = 460782
ids_info2 = 66608
ids_info3 = 460783
nickname = ge_liner
LODranges = 0, 700, 1050, 1500, 2000, 2800, 4500, 16000
msg_id_prefix = gcs_refer_shiparch_luxliner
mission_property = can_use_large_moors
type = FREIGHTER
DA_archetype = ships\utility\luxury_liner\luxury_liner.cmp
material_library = ships\utility\utility_liner.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 100000.000000
hold_size = 275
hit_pts = 69300
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 420000000000, 420000000000, 420000000000
angular_drag = 5000000000000, 5000000000000, 5000000000000
rotation_inertia = 45000000000, 45000000000, 45000000000
nudge_force = 3000000.000000
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
bay_door_anim = Sc_open bay
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
fuse = fuse_ge_liner_death, 0.000000, 1
ship_class = 2
distance_render = 5000
cockpit = cockpits\flu\ge_liner.ini
pilot_mesh = generic_pilot
max_bank_angle = 20
camera_offset = 65, 320
camera_angular_acceleration = 0.010000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 30
camera_turn_look_ahead_slerp_amount = 1.000000
strafe_force = 160000
strafe_power_usage = 2
nanobot_limit = 578
shield_battery_limit = 0
hp_type = hp_gun, HpTurret_Liner_01, HpTurret_Liner_02, HpTurret_Liner_03, HpTurret_Liner_04, HpTurret_Liner_05, HpTurret_Liner_06, HpTurret_Liner_07, HpTurret_Liner_08, HpTurret_Liner_09, HpTurret_Liner_10, HpTurret_Liner_11, HpTurret_Liner_12, HpTurret_Liner_13, HpTurret_Liner_14, HpTurret_Liner_15
dock_group = CAPS
player_dockable = true
player_dock_group = FIGHTERS
relative_spawn_position = 0, -60, -120The loadout for the base is:
[Loadout]
nickname = ge_liner_co_01
archetype = ge_liner
equip = ge_s_scanner_02
equip = infinite_power
equip = co_liner_turret01, HpTurret_Liner_01
equip = co_liner_turret01, HpTurret_Liner_02
equip = co_liner_turret01, HpTurret_Liner_03
equip = co_liner_turret01, HpTurret_Liner_04
equip = co_liner_turret01, HpTurret_Liner_05
equip = co_liner_turret01, HpTurret_Liner_06
equip = co_liner_turret01, HpTurret_Liner_07
equip = co_liner_turret01, HpTurret_Liner_08
equip = co_liner_turret01, HpTurret_Liner_09
equip = co_liner_turret01, HpTurret_Liner_10
equip = co_liner_turret01, HpTurret_Liner_11
equip = SlowLargeWhite, HpRunningLight12
equip = SlowLargeWhite, HpRunningLight13
equip = SlowLargeWhite, HpRunningLight01
equip = SlowLargeWhite, HpRunningLight02 -
The next thing I was going to try (not til Friday sadly…) is removing the turret from the loadout. What I don’t understand is why on a vanilla server the turret can’t be shot off and on our server it can. This also happens on LuxLiner Shetland, so it’s not specific to the system, it’s related to the ship and/or turret. If it’s the turret, why is it that turret_09 is the only one that can be shot off?
Could it be as simple as a corrupted cmp on the server? I’ll try replacing that as well.