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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Vexing Assurtion failure preventing game load

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

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Old 06-19-2005, 04:20 PM   #1 (permalink)
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Default Vexing Assurtion failure preventing game load

I keep getting a "ASSURTION FAILURE: OCL Chem_SmallPoisonFieldWeaponGamma not found in a weapon." error from WorldEdit. Thing is, I'm not sure what that "not found in a weapon" means, or why it has that 'OCL' in front of it, since that weapon never once shows up in the ObjectCreationList. It's the only error WorldEdit is picking up (it picks it up four times), yet when I try to start Generals, I get the damnable
Code:
Release Crash at Fri Jun 17 18:00:17 2005
  ; Reason Uncaught Exception during initialization.
  
  Last error:
  
  
  Current stack:
error in my ReleaseCrashInfo file. After searching through all my INI files, I found that it only shows up in three files: Weapon.ini, ChemicalGeneral.ini, and GC_Chem_GLASystem.ini, and it only appears once in each file. In both ChemicalGeneral.ini and GC_Chem_GLASystem.ini, it's under the (GC_)Chem_PoisonFieldGammaSmall. I've tried completely commenting it out and replacing it with SmallPoisonFieldWeaponUpgraded, but I still get the exact same error.
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Old 06-19-2005, 06:51 PM   #2 (permalink)
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well, if it isnt there and its error says it isnt... did you check weapon.ini or gla generals' ini's to see if it is referred to, because it may be that you modified something to use that and didnt actually make the ocl.
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Old 06-19-2005, 08:18 PM   #3 (permalink)
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Here's what I have in each entry that Chem_SmallPoisonFieldWeaponGamma shows up in.

In the weapon.ini
Code:
;Weapon Chem_SmallPoisonFieldWeaponGamma
   ;  PrimaryDamage = 2.5			
   ;  PrimaryDamageRadius = 7.5	 
   ;  AttackRange = 15.0
   ;  MinimumAttackRange = 10.0
   ;  DamageType = POISON
   ;  DeathType = POISONED_GAMMA
 ; WeaponSpeed = 600					 ; dist/sec 
   ;
   ;  FireFX = GC_Chem_WeaponFX_SmallPoisonFieldWeaponGamma ; This ;FxList is marked UseCallersRadius,
   ;  ; so the damage range can be tweaked and it will change the effect's ;radius too
   
    ; RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_AIRBORNE
  ; DelayBetweenShots = 500			 ; time between shots, msec
 ;End
In ChemicalGeneral.ini
Code:
Object Chem_PoisonFieldGammaSmall
   
     ; *** ART Parameters ***
     Draw = W3DModelDraw ModuleTag_01
   	DefaultConditionState
   	  Model = NONE
   	End
     End
   
     ; ***DESIGN parameters ***
     EditorSorting = SYSTEM
     KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
     ArmorSet
   	Conditions	  = None
   	Armor		   = HazardousMaterialArmor
     End
   
     ; ***AUDIO parameters ***
     SoundAmbient	  = AnthraxPoolAmbientLoop
   
   
     ; *** ENGINEERING Parameters ***
     Body = ActiveBody ModuleTag_02
   	MaxHealth		= 120.0
   	InitialHealth	= 120.0
     End
     Behavior = FireWeaponUpdate ModuleTag_03
   	Weapon = SmallPoisonFieldWeaponUpgraded;Chem_SmallPoisonFieldWeaponGamma
     End
   
     Behavior = LifetimeUpdate ModuleTag_04
   	MinLifetime = 10000
   	MaxLifetime = 10000
     End
     
     Behavior = FireWeaponUpdate ModuleTag_05
 	Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
     End
   
     Behavior = DestroyDie ModuleTag_06
     End
   
     Behavior = FXListDie ModuleTag_07
   	DeathFX = FX_AnthraxPoolDie
     End
     
     Geometry			= CYLINDER
     GeometryMajorRadius = 4.0
     GeometryHeight	  = 1.0
     GeometryIsSmall	 = No
     
   End
And in GC_Chem_GLASystem.ini
Code:
Object GC_Chem_PoisonFieldGammaSmall
   
     ; *** ART Parameters ***
     Draw = W3DModelDraw ModuleTag_01
   	DefaultConditionState
   	  Model = NONE
   	End
     End
   
     ; ***DESIGN parameters ***
     EditorSorting = SYSTEM
     KindOf = IMMOBILE CLEANUP_HAZARD STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
     ArmorSet
   	Conditions	  = None
   	Armor		   = HazardousMaterialArmor
     End
   
     ; ***AUDIO parameters ***
     SoundAmbient	  = AnthraxPoolAmbientLoop
   
   
     ; *** ENGINEERING Parameters ***
     Body = ActiveBody ModuleTag_02
   	MaxHealth		= 120.0
   	InitialHealth	= 120.0
     End
     Behavior = FireWeaponUpdate ModuleTag_03
   	Weapon = SmallPoisonFieldWeaponUpgraded;Chem_SmallPoisonFieldWeaponGamma
     End
   
     Behavior = LifetimeUpdate ModuleTag_04
   	MinLifetime = 10000
   	MaxLifetime = 10000
     End
     
     Behavior = FireWeaponUpdate ModuleTag_05
 	Weapon = HazardFieldCoreWeapon ; Prevents stacking of fields with a small blast of cleaning at the core at startup
     End
   
     Behavior = DestroyDie ModuleTag_06
     End
   
     Behavior = FXListDie ModuleTag_07
   	DeathFX = FX_AnthraxPoolDie
     End
     
     Geometry			= CYLINDER
     GeometryMajorRadius = 4.0
     GeometryHeight	  = 1.0
     GeometryIsSmall	 = No
     
   End
A thorough search yielded no other instances of that weapon, yet the problem persists.
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Old 06-19-2005, 08:29 PM   #4 (permalink)
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yeh im totally confused now, I dont have the OCL either but i have the weapons etc that use it so in theory it shouldnt work... meh, i cant help. sorry
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