Engine Crash

Expanding and utilizing the engine via C++.
22 posts Page 3 of 3
Posts: 299
Joined: Tue Feb 03, 2015 8:58 pm
by Bloodknight » Thu Jan 31, 2019 5:47 pm
I wonder if this is a pack/unpack update issue somewhere? last checked it was an insidious little error that could and frequently does mask itself in all kinds of errant behaviour.

ghostable makes things scopable, scopeAllways forces the server to always ghost that object to the client regardless, which is an override that should be reserved for special things, if you already know all this then feel free to ignore my rambling.
Posts: 104
Joined: Fri Dec 29, 2017 4:34 pm
by Hodo33 » Fri Feb 01, 2019 7:30 pm
Lot more stable now. I had my own truck::onAdd() and left the parent::onAdd()
changed the truck to not call the one in vehicle.cs
I had changed some files and the new version I got from steam still had the old garbage files so did a complete uninstall, delete the directory and get new.
Found a couple of schedules running, I cancel those before calling endMission() and added some delay between the final part of endMission and first part of loadMission(next) seems one of the testers has a SSD and that fixed his issue.
Thanks to everyone that helped on this, I'm sure I'll crash it again.
22 posts Page 3 of 3

Who is online

Users browsing this forum: No registered users and 3 guests