Game Development Community

AIGuard Crashes engine?

by Dion Scheper · in Technical Issues · 04/13/2007 (8:55 am) · 5 replies

Hey all,

I ,well with help of my father who gave me right to use his credit card.. Life is hard at the age of 15, recently bought TGE 1.5 and everything went on right and fine, nice docs, cool website etc etc. Yesterday i met AIGuard and I thought "Hey! cool, now I can add bots that fight me in the FPS Starter Kit"

But I have a problem, I follow each step as assigned inside the .zip file of AIGuard. But when I load a mission the engine crashes.. This is in windowed screen 640x480 (dont know if this helps) I have added some kind of echos and enabled trace right before i exec AIGuard.cs. This is what I got:

First here is it going fine:

*** Load Main Menu
Exporting server prefs...
Loading compiled script starter.fps/server/scripts/audioProfiles.cs.
Loading compiled script starter.fps/server/scripts/envAudioProfiles.cs.
Loading compiled script starter.fps/server/scripts/camera.cs.
Loading compiled script starter.fps/server/scripts/markers.cs.
Loading compiled script starter.fps/server/scripts/triggers.cs.
Loading compiled script starter.fps/server/scripts/inventory.cs.
Loading compiled script starter.fps/server/scripts/shapeBase.cs.
Loading compiled script starter.fps/server/scripts/item.cs.
Loading compiled script starter.fps/server/scripts/environment.cs.
Loading compiled script starter.fps/server/scripts/health.cs.
Loading compiled script starter.fps/server/scripts/staticShape.cs.
Loading compiled script starter.fps/server/scripts/weapon.cs.
Loading compiled script starter.fps/server/scripts/radiusDamage.cs.
Loading compiled script starter.fps/server/scripts/crossbow.cs.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
Loading compiled script starter.fps/server/scripts/environment.cs.

Now i enable trace o.O


TRACING = TRUE <----- i echoed this



Console trace is on. <--- automatic echo??
exec aiguard.cs <--- also an echo by me...

Compiling starter.fps/server/scripts/aiguard.cs...
Loading compiled script starter.fps/server/scripts/aiguard.cs.

and then it crashes so i thought it would be my aiguard.cs but I dont know where it goes wrong in the aiguard.cs and the aiguard.cs is in my opinion BIG!

- I haven't changed yet anything in aiguard.cs...
- I am using VS C++ express 2005 to compile Torque and get no compile errors...
- When i comment out the exec("./aiguard.cs"); thingie I get ingame and it runs perfectly...
- I dont know a lot of C++ but have used many engines and even learned a bit of C-script (3D GameStudio)...

anyone ideas?

- Dion Scheper

#1
04/13/2007 (9:12 am)
Is it compiling while in your mission, or at the main menu? If I try recompiling my AI stuff at the main menu, it crashes my game also.
#2
04/13/2007 (9:32 am)
The exec("./aiguard.cs"); is lauched from the OnServerCreated() function.
#3
04/13/2007 (11:14 am)
@Dion

You say the engine crashes, yet you don't tell us the error that is created or how it crashes.

Can you post say the last 40 lines of the log before the crash? That way it gives us something to look at instead of speculating what could be the issue.
#4
04/13/2007 (11:28 am)
Aiguard.cs must be executed after player.cs 'cause inherits player.cs datablock, so try to check in game.cs correct position of the script.
#5
04/14/2007 (2:42 am)
I figured out I was execing somewhere in the middel :( while I should have execute it at the end of OnServerCreated()

@ Simon, there was no error and it was just loading objects and then BAM I am back to windows

thanks my first error is solved :P