SendAssaultAlarm

Post » Fri Jun 17, 2011 1:42 am

Any idea why this makes my game crash:
sendAssaultAlarm player GoodspringsFaction

Not all the time, but in ~75% of the cases. SendAssaultAlarm is used in many vanilla script in a similar fashion, I can't imagine they would all crash, too.
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brandon frier
 
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Post » Fri Jun 17, 2011 8:29 am

It's because you didn't recalculate the NavMesh. The 1.3 update screws up everything. You have to put it all back. I know this because I can see beyond the things that are right in front of me. You say this ends up with thousands of duplicate entries. This is WRONG. The engine puts things there for a reason. You have to think about why it puts what where. Run the calculations. If you could use the same programs as I pretend to, you would see this as clearly as you see anything. :shocking: :bonk:

[Insert 20 random computer science links, hoping to scare away those who don't understand but annoying those who do.]
(Sorry, I couldn't resist...)


Looking at the game's use of SendAssaultAlarm, I notice that GoodspringsFaction is not used with it. Have you tried any of the factions that are used by the game? The idea being that the problem might be with specific references that belong to GoodspringsFaction. If there are faulty references, then you should be able to find which ones by systematically removing them from the faction and seeing if it crashes without them. :shrug: It's certainly odd.
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matt
 
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Post » Fri Jun 17, 2011 7:26 am

I wonder what'd happen if the player had been added to goodsprings faction?
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kelly thomson
 
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Post » Fri Jun 17, 2011 8:46 am

It's because you didn't recalculate the NavMesh. The 1.3 update screws up everything. You have to put it all back. I know this because I can see beyond the things that are right in front of me. You say this ends up with thousands of duplicate entries. This is WRONG. The engine puts things there for a reason. You have to think about why it puts what where. Run the calculations. If you could use the same programs as I pretend to, you would see this as clearly as you see anything. :shocking: :bonk:

I see... so it was you all along! :o

Anyway, at first I thought this would be faction related, or maybe because some NPCs in there were non-persistent and in a different cell.
So in case getOwner returned a faction, I did a refwalk on nearby actors belonging to the faction, and used SendAssaultAlarm with the single actor as parameter. But that's crashing as well. Can't really believe that function produces CTDs in general, since it's used in a good number of vanilla scripts...
But I'm using SendTrespassAlarm now, which does the job as well, and more imporantly doesn't crash.
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Fanny Rouyé
 
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