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CRASH: Jetpack coding

by Walker Twyman · in Torque Game Engine Advanced · 05/11/2008 (3:34 pm) · 3 replies

So I was testing around today. I noticed jetpack code was also included in the Stronghold build in TGEA 1.7.0. I then added a bind for it in stronghold. I added the small jet force definitions to Kork in player.cs. Booted up my game and it worked beautifully. Sent game to another computer to join up and BOOM. Instantly crashed when I tried to join the server. There was NO crash without the few lines of jet coding. What's going on?

#1
05/21/2008 (4:02 pm)
I can't reproduce this bug =(

I commented out the moveMap.bind( mouse, button1, altTrigger ); line in default.bind.cs and added:

airControl = 0.3;
   
   jetJumpForce       = 8.3 * 10;
   jetJumpEnergyDrain = 0.6;
   jetMinJumpEnergy   = 0;

to Stronghold/game/scriptsAndAssets/server/scripts/player.cs just below the jumpDelay = 15; in PlayerData(PlayerBody).

I've tested it both as a loop back conenction on my dev machine (two instances of Torque...one server...one client) and on two separate machines on the GG LAN and both worked flawlessly with the Barebones mission (I could see the other player jetting around).

Do you have any more information that would help me track down this issue?

Thanks!
#2
06/14/2008 (1:04 pm)
Sorry for the late reply, I was still testing it. I comment that out and it works. I also commented it out in config.cs and it works. When I rebind it though in the options menu it works, until it loads up config.cs. If I clear it from config.cs it works again. What's going on? It crashes on localhost.
#3
06/14/2008 (1:14 pm)
I also have

$RemapName[$RemapCount] = "Jet";
$RemapCmd[$RemapCount] = "mouseJet";
$RemapCount++;

in optionsDlg.cs to allow me to bind it from options? Without a bind, how am I able to jet? With a bind, how can I prevent the crash?