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Latest head unable to run a New Mission

by Entr0py · in Torque Game Engine · 07/19/2004 (4:19 pm) · 7 replies

If you go into the latest head of the demo, hit f11 and create a new mission, save it, exit, restart then try to play the mission you get this in the console:


starter.fps/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
starter.fps/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
starter.fps/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'
starter.fps/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
starter.fps/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
starter.fps/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'
starter.fps/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
starter.fps/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
starter.fps/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'
starter.fps/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
starter.fps/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
starter.fps/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'
starter.fps/server/scripts/aiPlayer.cs (238): Unable to find object: '0' attempting to call function 'mountImage'
starter.fps/server/scripts/aiPlayer.cs (239): Unable to find object: '0' attempting to call function 'setInventory'
starter.fps/server/scripts/aiPlayer.cs (236): Unable to find object: '0' attempting to call function 'followPath'


and a window pops up telling you that you do not have the proper graphics resources.

#1
07/19/2004 (4:22 pm)
Did you add some bots to the mission.. if not you have to either add them or comment out the bots info in game.cs and comment out ai.cs in game.cs.. its trying to get bots but doesnt have them.. :)

I removed all ai stuff until I get that working..
#2
07/19/2004 (4:33 pm)
I didn't do anything. It is all stock. The problem is the aibot scripting/code that was added to the head. I also noted that it screws up the dedicated server. Yeah I think perhaps some sort of a check should be made for bots on the mission before attempting to apply ai pathing. I think a lot of us use blank missions for testing (I know I do). I don't know how this made it into head.
#3
07/19/2004 (4:40 pm)
Just comment out the ai for now.. :)
#4
07/19/2004 (4:59 pm)
Relax. There's nothing broken in HEAD, it's the AIManager that's failing. Since there's no path in your mission file, the spawnOnPath call in AIPlayer.cs fails and thus the AIPlayer that is created doesn't get created. This is where followPath, etc is defined.

So either:
1. Create a path called Path1 for the bot to follow or
2. Uncomment the creation of AIManager in game.cs

I didn't get a popup window saying the graphics resources were there so don't know where that is coming from. When I created the new mission I didn't create any terrain graphics so it's just out of the box newMission.mis terrain.
#5
07/19/2004 (5:03 pm)
Commented the aiplayer.cs, now I get set::getobject index out of range about every second or so (in dedicated server mode). Oh well I am just going to use 1_2_2 for now I guess :(
#6
07/19/2004 (5:09 pm)
Did you comment out the creation of AIManager in game.cs? That's what calling AIPlayer. Commenting out the exec("./aiplayer.cs") is just going to cause problems.
#7
07/19/2004 (5:45 pm)
Yeah that seemed to do it. worked for the dedicated server too. thanks :)