Collision group docking crash.
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The display on dock is just a cinematic script, so is the display once your docked - i.e. it just draws what the ship is. As long as the lua file can render the ship then theres no problem. If you shoot everything off an eagle and dock, you will see that all the parts are missing that have been blown off in the cinematic.
I wonder if one of your collision groups has HP’s mounted on them, and blown off? then the HP cant be used by the game to dock, because it doesnt exist any more.
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necro
Yeah, i found this happens with a specific instance: When the entire front section comes off. I REALLY need help to get this solved completely. I have ruled out hardpoints, because deleting all the ones attached to the Groups involved and docking works fine.
IF anyone can help, that would be cool.
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ok, i have narrowed the problem to a certain error:
C:\work\builds\dalibs\dalibs-build\build\Src\Alchemy\FxNodeLibrary.cpp(837) : ERROR:General:Unknown type of property
i know FxNodeLibrary has something to do with the ALE files, but how can i know what (837) refers to?
anyone know?
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That’s the line number in the original FL source. In other words, it’s utterly useless.
Since the error is ALE-related, look at the fuses maybe?
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that was my idea too, but first of all, ALEs are effects, so i don’t understand why it would crash not during the effects themselves, but instead when you dock or open inventory.
secondly, i have tried removing every fuse from this problem group and still no luck.
edit also this is ONLY the group “Li_frnt_lod1” The nose, skids, baydoors and even the INTERIOR work fine and cause no errors. Its bugging the heck out of me whats so different about this one. i have checked over the shiparch, rtc shiparch, fuse entries, and hardpoints more then ten times and i cannot find anything odd compared to the other groups.
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I have ruled out hardpoints, because deleting all the ones attached to the Groups involved and docking works fine.
Wouldn’t this mean that it is the hardpoints, since deleting them makes it work?
It sounds to me like it might be a compound damaged component problem. In other words, you have a damaged component on a damaged component. Looking at the Vanilla Liberty Battleship, I note that DpBayDoor, DpPortskid, and DpStarboardskid are part of the forward section. When this is blown off, it’s replaced by a 3db that does not have those hardpoints, so the game doesn’t know where to put them. Hence, crash. It’s odd that it would do it only upon docking, and not when the part is blown off, but FL has done stranger things.
The ALE thing may be coincidental.
MK
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about your quote, to clarify, i meant that deleting the hardpoints, and without any collision groups being damaged, i can dock /open inventory fine. I have also gone beyond this and actually moved every single hardpoint from each baydoor, the interior, bot skids, the nose, and the front itself to being attached th the root and about 70 units below it. yes, it makes damage by default appear looking weird, but it cannot be a hardpoint issue because they are no longed destroyed when the front is destroyed.
also, about the DP hardpoints. Ruleing out what i just said that proves it is not them, the game is designed that hardpoints that do not exist obviously do not crash when something tries to spawn on them, instead it simply does not spawn. For example, if the death fuse called for an explosion on the port skid when it was destroyed during combat, the explosion would not spawn. Also, If the skids are destroyed prior to the front, The damage .3db that replaces them disappears when the front explodes. This is intended, as it would be weird to see damaged skids floating along in space with the ship when they are not attached by anything. (when i moved the hardpoints to the root, the damaged skids DID float in space while not attached, and it looked weird) This is basically the REQUIRED way of removing damaged models because the [destroy_group] fuse entry cannot be used to destroy a group that is already destroyed!