Wac limits? :( (DFX/JO)
So i am experiencing sys error crashing the game and it seems to be linked to the WAC. Im not aware of any WAC limits, but this has me baffled.
What ive gathered so far, the problem seems to stem from the looping wac scripts and med events. My map requires many looping wac scripts (does not contain "never ()") to test the trigger conditions repeatedly throughout the game. my theory is that theres a limit to how many triggers and actions can be tested on a loop at once. Heres some map specs and what i know so far... Singleplayer WAC size 37kb 1600+ WAC lines 160+ med events 700 decorations Less than 30 AI The problem: 1) If i add one more trigger or action to any looping WAC script (does not contain "never ()") then it will cause a sys error during map load. 2) It does not matter what type of trigger or action. 3) it does not crash if the action or trigger is added to a non looping script (containing "never ()"). 4) adding new triggers or actions to looping med events causes the same error. 5) game crashes right before the map is completely loaded. Has anyone heard of such an issue? Any ideas? |
WAC meltdown is usually caused by invalid objects in the map, incorrect values for variables, wac statements with incorrect wording (syntax).
Also as you can imagine one action can cancel out another action, this is especially so when looping commands are still running and other actions are called at the same instance. |
If you're not doing so already, try using variables to switch, I rely heavily on them to build huge wac files, in this example the wac is well over 1000 lines.
Code:
;Operation Twilight |
Here is a small section triggering events using the vars.
Note that actions for v18 are set in the MEd event editor. Code:
// ***MassAttack*** |
Now we get to always on events
Code:
// ***RANDOM*** |
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Initially, i was thinking the same. There must be a conflict in some of the loops or something. I looked through everything and i don't see where a conflict could have occurred, but the map is very complex using several scripts, events, and variables. So it is hard to tell If this was the case though, then why would the error occur no matter where I put a command, or what kind of command it is for that matter? It will only happen if you added something to a looping trigger. Even if you added one more simple looping script like... If past(1) then Text ("test") Endif ... the error would occur. I have removed a few looping scripts that were necessary and it has fixed the issue for now. But i feel that it will return once i add more stuff to the WAC. :dontknow: |
So, once again i have run into the error. (I knew it would happen again once i added a certain number of looping scripts)
Im trying to get to the bottom of this. I experimented and pasted my wac into a new blank map and it caused the same error. And again if i remove a looping script (doesnt matter which one) it will fix it. This suggests that there is nothing in my maps events or objects causing the error. Its all in the WAC. |
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I added a new looped script with not action... If eq(v60, 1) then Endif ... the game runs fine. But as soon as you add an action, even something as simple as text ("testing") it will crash. But if you remove 1 action from another looped script it will work again. |
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Also leaving out never() is not really looping in the strictest sense of the word, instructions in the same stream may be executing in the same instance, shorten your script and leave as many vars switched off until needed, use else, chain, link etc to exclude or reduce incidences of them queuing too long or firing whilst other variables are operating. |
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If past(1) then Text ("test") Endif try the following script with a delay of 7 seconds between the text display. Code:
if past(1) and elapse(7) then Trigger the values 1 to 3 from elsewhere in the wac or med. Code:
if not eq(v60,0) then Code:
if not eq(v60,0) then |
Maybe even this may work?
Code:
if not eq(v60,0) then |
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Here are some examples of scripts from my maps WAC... Code:
;===v Player kills counter v=== |
Ok
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Reckon it has anything to do with using a 64 bit OS? Not sure why that would make a difference, but its just a thought.
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Extrapolating on what you've put here...
Perhaps you could try this to circumvent v16 = 1 on init. Code:
// v16 ;counter |
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Im not where i can test this at the moment, but wouldnt v17 continue to climb as soon as v16 is gt 1? So if you get one kill, the counter (v17) would just keep increasing every second. |
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Also your difficulty script looks like it only counts upwards. Try this to lower the difficulty one level below the current one on death. Code:
if piskills(v16) then |
Here's a simple alternative - I made this while back for another map but the var numbers shouldn't matter and you can drop it straight in just change the group and add weather etc...
For difficulty the ai just alternates between 2 standards. Code:
;by stompem 2017 |
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