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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » ....My code causes ZH to crash upon loading a level

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-13-2004, 08:21 PM   #1 (permalink)
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Default ....My code causes ZH to crash upon loading a level

'Lo

Okay, here's the code I'm experimenting with to get my "build anywhere" SNEAK_ATTACK improv to work

This is just a test to see if I can place a GLA Scud-Storm in the same way as a Sneak-Attack:

[hr:086dd04284]

GLA Command Center "behaviour":

Code:
  Behavior           = OCLSpecialPower ModuleTag_21
    SpecialPowerTemplate = LCBuild
    OCL                  = OCL_CreateScudStorm
    ReferenceObject      = GLAScudStorm
    CreateLocation       = CREATE_AT_LOCATION
  End
Special-Power Code:

Code:
SpecialPower LCBuild
  Enum                          = SPECIAL_SNEAK_ATTACK
  ReloadTime                    = 5000   ; in milliseconds
  PublicTimer                   = No
  InitiateAtLocationSound       = SneakAttackActivated
  SharedSyncedTimer             = Yes
  RadiusCursorRadius            = 50
  ShortcutPower                 = Yes
  AcademyClassify               = ACT_SUPERPOWER
End
OCL Code:

Code:
ObjectCreationList OCL_CreateScudStorm
  CreateObject
    ObjectNames = GLAScudStorm
    Disposition = LIKE_EXISTING
  End
End
CommandButton Code:

Code:
CommandButton Command_LCBuildSCUD
  Command           = SPECIAL_POWER_CONSTRUCT
  SpecialPower      = LCBuild
  ;Options           = NEED_SPECIAL_POWER_SCIENCE
  Object            = GLAScudStorm
  TextLabel         = CONTROLBAR:SneakAttack
  ButtonImage       = SSScudStorm
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:ToolTipGLASneakAttack
End

CommandButton Command_LCBuildSCUDFromShortcut
  Command           = SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT
  SpecialPower      = LCBuild
  ;Options           = NEED_SPECIAL_POWER_SCIENCE
  Object            = GLAScudStorm
  TextLabel         = CONTROLBAR:SneakAttack
  ButtonImage       = SSScudStorm
  ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  DescriptLabel     = CONTROLBAR:ToolTipGLASneakAttack
End
And finally, the CommandSet code:

Code:
CommandSet GLACommandCenterCommandSet
  1  = Command_ConstructGLAWorker
  4  = Command_GPSScrambler
  5  = Command_Ambush
  6  = Command_EmergencyRepair
  7  = Command_AnthraxBomb
  8  = Command_SneakAttack
  9  = Command_LCBuildSCUD
  13 = Command_SetRallyPoint
  14 = Command_Sell
End

CommandSet SpecialPowerShortcutGLA
  1 = Command_AmbushFromShortcut
  2 = Command_EmergencyRepairFromShortcut
  3 = Command_AnthraxBombFromShortcut
  4 = Command_ScudStormFromShortcut
  5 = Command_RadarVanScanFromShortcut
  6 = Command_SneakAttackFromShortcut
  7 = Command_GPSScramblerFromShortcut
  8 = Command_LCBuildSCUDFromShortcut
END

Yet when I run ZH with this code, as soon as I load a level, ZH Crashes to desktop

I've heard there are error reports and memory dumps, where are these kept?

Regards
-W3bbo
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Old 08-13-2004, 10:34 PM   #2 (permalink)
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go to My Documents\Command and Conquer Generals Zero Hour Data and check the release crash info... if you want to know exactly what's wrong run worldbuilder
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Old 08-13-2004, 11:04 PM   #3 (permalink)
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well, it wasn't world-builder, it was the ZH game itself

Below is the entire "ReleaseCrashInfo.txt" contents, and to me its complete gibberish:

Code:
Release Crash at Sat Aug 14 03:59:09 2004
; Reason Uncaught Exception in GameEngine::update

Last error:
Exception is access violation
WinMain at 401700
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000004 was read from.

Stack Dump:
  <Unknown>(-1) : <Unknown> 0x0068646E

Details:
Register dump...
Eip:0068646E	Esp:0012F484	Ebp:00000000
Eax:00000000	Ebx:02461968	Ecx:00000000
Edx:00000000	Esi:1910FCC4	Edi:1910FCD8
EFlags:00010246 
CS:001b  SS:0023  DS:0023  ES:0023  FS:003b  GS:0000
EIP bytes dump...

Bytes at CS:EIP (0068646E)  : 8B 48 04 3B CD 74 05 E8 26 BA D9 FF 8A 88 FD 00 00 00 84 C9 75 5A 8B 5F F4 39 6B 08 74 52 8B 4F 


Current stack:
Btw, there isn't anything below "Current stack:"

HTH
-W3bbo
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Old 08-13-2004, 11:32 PM   #4 (permalink)
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that dump is pretty useless, like Silent-Killa said, run world builder, it will tell you better information about the nature of the crash. The game dump generally doesn't give you any useful information, WB on the otherhand can often narrow the problem down to the specific module or better.
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Old 08-13-2004, 11:37 PM   #5 (permalink)
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WOO!!!!

I loaded up the code in WorldBuilder... it found the error, corrected it (for some reason it wont accept SpecialWeapon code that isn't in SpecialWeapon.ini, oh well)

Anyway, I moved the code over and now it works, w00t

Okay, so I basically need to duplicate the code for each of the buildings I want to be producable

Problem:
a) I want it so that the user has to research an upgrade or something before they can build certain buildings

b) Atm I'm just using OCL_<Built object name>, but I want to do something similar with the SNEAK_ATTACK method, where a little "deploy" animation is shown, essentially a "constructor" animation, I notice that in the OCL is a separate entity for "Start"

I'm interested how the Start variant of the sneak-attack structure turns itself into the final... Am I right in suggesting a maximum lifespan and a "spawn-on-die" for the final building?

c) I'll also need to figure out the "initial burst" money thingie, to simulate cost, you can set it to a negative value, right?

So if I can do all those things... then woooooooooo
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