Game Development Community

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:
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.