cyclegame endgame
by mb · in Torque 3D Professional · 10/04/2009 (4:06 pm) · 1 replies
Hi,
I was trying to cycle my game once the teams captured all the areas by calling cyclegame using a schedule like so:
It pops up the endgame gui but the players are not listed and then it attempts to load the level again but it gets stuck somewhere and just sits there.
Here's the console log:
Anyone know why it's doing this? BTW: it's not finding the level and I haven't changed any of the default code. I started this as a new project in t3d beta 5.
I was trying to cycle my game once the teams captured all the areas by calling cyclegame using a schedule like so:
schedule( 0, 0, cycleGame );
It pops up the endgame gui but the players are not listed and then it attempts to load the level again but it gets stuck somewhere and just sits there.
Here's the console log:
*** MISSION RESET TEAM 1 left the trigger:0 Mapping string: GameEnd to index: 14 scripts/client/game.cs (23): Unable to find object: 'PlayerListGuiList' attempting to call function 'rowCount' *** ENDING MISSION *** LOADING MISSION: *** Stage 1 load Level file not found. *** Stage 2 load Could not find mission Mapping string: MissionEnd to index: 15 onServerMessage: onServerMessage: Window focus status changed: focus: 0 Using background sleep time: 200 DirectInput deactivated. Activating DirectInput... Window focus status changed: focus: 1 destroytools: Unknown command. destroydecalEditor: Unknown command. destroymeshRoadEditor: Unknown command. destroyparticleEditor: Unknown command. destroyphysicsTools: Unknown command. destroyriverEditor: Unknown command. destroyroadEditor: Unknown command. destroyshapeEditor: Unknown command. Exporting Gui preferences. CDROP: 3011 local Validation required for shape: art/shapes/players/Spacesuit/Spacesuit.dts Validation required for shape: art/shapes/players/Spacesuit/Spacesuit.dts Validation required for shape: art/shapes/players/Spacesuit/Spacesuit.dts Validation required for shape: art/shapes/players/Spacesuit/Spacesuit.dts Validation required for shape: art/shapes/players/Spacesuit/Spacesuit.dts Validation required for shape: art/shapes/players/Spacesuit/Spacesuit.dts Validation required for shape: art/shapes/players/ForgeSoldier/ForgeSoldier.dts Validation required for shape: art/shapes/players/ForgeSoldier/ForgeSoldier.dts Validation required for shape: art/shapes/players/ForgeSoldier/ForgeSoldier.dts Validation required for shape: art/shapes/players/ForgeSoldier/ForgeSoldier.dts Validation required for shape: art/shapes/players/ForgeSoldier/ForgeSoldier.dts Validation required for shape: art/shapes/players/BoomBot/BoomBot.dts Exporting server prefs... Exporting client prefs Exporting server prefs Cur. D3DDevice ref count=11
Anyone know why it's doing this? BTW: it's not finding the level and I haven't changed any of the default code. I started this as a new project in t3d beta 5.
Torque 3D Owner mb