Forums Index >> Modding >> Frustrating prob w/ making a Server
Page : <1> :
Okay.. Try adding a }; to before // OBJECT WRITE END
I suspect thats whats happening, nothing to do with objects, but with the TSL syntax (.mis files are ACTUALLY a TSL bit of code, that means, yea you guesses, a script :) )
Ahh thats what I was thinking.
};
};
};
//----- OBJECT
So that in a sense would help "close" it. Did not know that about.mis.
Edit: should be spaces in there for the top two ( }; ). No idea how to bring that in right
Last edited: Sunday, July 16, 2006 at 2:21:26 PM
Edit: should be spaces in there for the top two ( }; ). No idea how to bring that in right
Spaces are ACTUALLY NOT needed. It's just to make code-reading/writing easier (and it sure as hell helps :P)
Anyways, more info about the.mis:
It consists on a few ScriptObjects, wich means small "datablocks" that can be used to keep information. It's all executable, so changing it to a.cs file should work perfectly ;)
Anyways, The game loads a main ScriptObject, then loads the MissionInfo ScriptObject, then Reads the SpawnPoint Datablocks (yes not script object I think...) and then reads all the objects, EVERYTHING is loaded in a manner that it belongs to the MAIN ScriptObject.
This is what makes you able to add lines of scripts (and whole functions :P) into a.mis. It gets virtually (no.dso generated) compiled and executed when the mission is started
I've tried that as well...doesn't help. I've got my mentor going over it with a fine-tooth comb and we've found some faults, but we're also unsure why the heck it's not able to be put up into a server.
We believe it's TGE...I'm gonna try re-installing it (tomorrow) and then I'll post back here reporting if there are any new developments.
Wait! Fix that mistake and give me the console log again! I might be able to work it out from the errors it shows in the console
Sorry I haven't replied yet to this...believe me I still am planning to work on this mod of mine.
I've found one of the causes of the problems I've been having server wise (after my mentor completely revamped the terrain file...long story...so now an empty map works XD )... The cause of the "map w/ objects not working":: data/shapes/GX_BarbCoil/barbcoil_block_lg.dts
I used the barbed wire object for blocking off a couple of areas of the map because it looked cool...but apparently TT has issues with it. So now I'm going to replace it with Dazzle's Anti-Tank traps instead B) HOWEVER, I have yet to replace/reinstall my TGE because I've been super busy and basically have taken a vacation from TT for a week (trying to rotate music arranging with TT...somehow I skipped the arranging and went to a different field, but that's another story :o )
I've been successful in actually driving around my mod in TT (yeehaaaw!) and I'm very VERY happy with it so far. There are a few points in the terrain that need smoothing and rebuilding and an entire cliff may need to be moved...but it's coming along extremely well. %)
Because I may rely on help from great modders and/or scripters in the future (like Art Crazy, Dazzle, etc) I'll post a screenshot to keep you assured of the investment ;) (taken after fooling a bit with Modwiz)
*edit* -- meh screw thumbnails
Last edited: Thursday, July 20, 2006 at 9:55:42 PM
shapeName = "game/data/shapes/rocks/rock3.dts";
Sometimes the "~" will throw TT off... Try that
Page : <1> :
I dunno if the topic title was obvious enough so I'll elaborate on my perdicament. :'(
I've begun modding with help from my mentor (gasp! Feathers is actually modding!), and I've run into a snag that not even my mentor had seen before. I'm pretty sure that it's a problem with either what I've put in my MOD, or something with the version of TGE I have (hence why I posted it here ;) ). There are TWO Parts to the problem...
1) The TGE I downloaded (demo version) keeps on writing waayyy too much information for objects I put into my mission file. Below is an example of what I mean: (unnecessary capitalization is probably due to PTT's autocorrect)
New TSStatic() {
position = "9.81267 115.288 142.351";
rotation = "0.176018 0.110588 -0.978155 66.4318";
scale = "1 1 1";
shapeName = "~/data/shapes/rocks/rock3.dts";
receiveSunLight = "1";
receiveLMLighting = "1";
useAdaptiveSelfIllumination = "0";
useCustomAmbientLighting = "0";
customAmbientSelfIllumination = "0";
customAmbientLighting = "0 0 0 1";
disableDynamicShadows = "0";
disableDynamicShadowMove = "0";
disableDynamicShadowAnimate = "0";
};
...but this was easy to solve by deleting everything except for the necessary first 5 lines.
Now here comes the strange bit...
2) I've checked & rechecked to make sure the objects I was using were good in TT...but for some reason I cannot launch a server. I've set up the batch file correctly so that one of my earlier "no object" mods (precursor to the one I'm working on now) would actually "run" (meaning I could join the server and buzz around it with my tank).... BUT when I try to launch the server with my mod with Objects on it I get an error. I've tried several things in attempts to solve the problem: I took all 'questionable' objects to make sure that I've got ones I'm pretty sure work; from there I stripped off all objects except for a few ones I KNOW work in TT (I.E. Dazzle's Bridge, and the default Volcano, etc)..... Then I decided to take off all objects.... (sorry for the caps) EVEN THEN I GOT AN ERROR!!? 8(
But here's the strange thing...everytime, it's the SAME error! :o
Don't let the shape file fool you...it could be ANY shape on the bottom of the list and I still get that same error. :(
So without further a-do..... HELP ME PLEASE!
Last edited: Sunday, July 16, 2006 at 12:15:53 PM