Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: intrepid90 on January 18, 2008, 02:43:07 PM
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Hey guys, I need your help
Everytime I start a qb and add a Borg ship from KM 1.0, no matter which one of them, the borg sound starts playing and after ~1 sec it throws me to desktop without any reason.
whats the problem??
thanx in advance, intrepid ;)
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You mostlikly miss a torpedo.
Start your QB with yourself as the borg ship and a couple of asteroids (or small, weaponless, stations, such as the communication array).
Next, test out each torpedo and pulse weapon on the ship one by one (start with the torpedoes, since you can easily test each on itself).
Mostlikly (from the description you have given) it's a missing torpedo file.
Note how many times you had to click for the torpedo if it crashes.
When you find the problem, open the torpedo property of the hardpoint and find the correct torpedo in it (you will notice the link between the number of clicks and the torpedo entry).
Or, if you don't know about hardpoints, contact the author for a fix, and make sure you have read the readme correctly for any dependancies (such as projectile packs).
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ok, scripting master ;)
I will test it now immediatley ;)
ever read the KM readme? oO^^
/edit:
ok things are going crazy. a bit at least
I followed your suggestions and your basical idea seems true...
when I add a friendly borg, nothing bad happens!
but when I fire at some objects, nothing bad happens as well ?!
neither torps nor phasers throw me back to desktop, everything ruzns fine then.
but when I think everything is right and add an enemy borg, it occures again
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Have you added a Borg ship, I know I had this when adding the C2x tactical cube could never fix it... was an AI issue.
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nope.
thousands of additional ships, but not oine borg
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Hang on, you were playing with other ships as well?
Then you need to go through each and everyone of them by themselves to see which one crashes on you.
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?
no^^
I tested the sphere.
when I add it as friendly, i works fine.
when I fire with torps and/or phasers on objects, everything works fine as well.
but when I add an enemy sphere, it crashes immediately while the borg entering sound is being played.
Theres one thing I could test: switch side with the friendly sphere?!
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Have you tested all the torpedoes and pulse weapons?
Hang on, didn't one of those torpedoes contain that message?
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the sphere doesnt have any pulse weapons.I think...
used console tracker but bc quit faster than it could have logged something.
I fred all Toprs of that sphere...
and it only has one type of
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Have you tried the Assimilation Beam tech?
It should be under Tactical.
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ok, now the problem seems to be quite precise to me.
the assimiliation beam works fine, no probs.
but when I switch a friendly sphere to enemy it crashes.
so my logical thinking brain says: it must be a line that initiates the attack, so definately AI, right?
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I think you need to ask on the KM forums.
Saying specificly, that when the sphere, used as an enemy plays it's assimilation sound crashes BC, this doesn't have to be the Assimilation Beam tech, but it sounds like it.
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wrong, the crash doenst even have to do sth with the sound.
the sound is already played when I add it as friendly.
when i ask saffi to switch side, the borg sound isnt played again.
but I can ask on KM of course.
after registrating...^^
anyway, thanks for your work :)
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Like I said a couple of times, I can't mindread.
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hehe I thought to have explained it good/right
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hehe I thought to have explained it good/right
That's totally subjective. ;)
I know I have written plenty of things that I find the most logical thing after I've written it, that even if a person only knew the basic of the langauge it was written in could easily comprehend. And coming back to it 10 minutes later I can't understand a word of it. :P
[EDIT] Not everything is ofcourse, but subtle nuances can be lost, especially on my 18-19 stints on working (for school).
[EDIT 2] Did you notice it? I just did it again, now it's even under 1 minute. I forgot to put "hours" to 18-19, but, when I hit the Post button it was crystal clear.
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it wasnt meant as an offense.lol
calm down ;)
but bwt, I understood everything correctly, didnt I?
And now get your school stuff done, there are more important things than BC ;)
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And mine wasn't meant anything like that (it wasn't even heated, in fact, it was cold logic at work), just an insight in human behaviour I got over the years answering peoples questions. ;)
For instance, I got the impression that while the sound was playing BC crashed, not after the sound played.
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*kind of offense^^
that was my first thought as well, but later I found out (and thought to have written that) that it doesnt have to do anything with the sound.
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My opinion after all my testing results is, that as soon as the sphere gets the order to attack sth (AI) the game crashes.
so if you still want/can help me, lets first focus on this thesis just to locate where to problem is ;)
and now we forget our previous posts and start at this point^^
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I thought that was my job?
Anyway, like I said, your best bet is to ask at the KM forums,
I never fully understood AI in BC.
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I remember along time ago that there was a borg ship, I thought it was a c2x one, where it would crash as an emey ship due to an AI problem. Now I thought someone had fixed it, but since nobody has actualy ever done a decent borg, with proper arcs, and damage that doesn't leg to no end, I've never used any myself except the dysphere and LD diamond. I'll ask blackrook and see if he rememebrs this issue and what the fix was.
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if memory servers me correct, if you add any ship that replaces an AI file (including BasicAttackAI, BorgAttackAI, QuickBattleAI and others that i can't think of off hand) you run the risk of screwing up the BorgAI in KM and possibly other AI's as well. Im not sure if any changes were made in the AI files from KM0.9 to KM1.0. but as far as i could tell when i install KM1.0 after release, everything worked fine with the Borg the exact same way it did with KM0.9 so i didn't even bother to check. your best option is to replace the AI folder with the original one from the KM1.0 mod. and for future reference, whenever adding new mods to KM, never overwrite an AI file. files in the AI folder are sometimes dependent on others to function properly, especially the BorgAI and PlayerAI.
jayce - aka. Resistance Is Futile - creator of PlayerAI and BorgAI in KM with the some assistance from Defiant