Possibly Bugged Map?

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Secg
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Posts: 26
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Possibly Bugged Map?

Post by Secg » Fri Jun 23, 2017 12:09 am

I mean the Pandemic's original map DumDum Frenzy!, which is also known as _dumdums.x or 2dumdums.x & its variant SargeSargeFrenzy.x

When I used the Studio to SafeLoad the map, I can actually play it. Yet when I used Sphinx' trainer to play against an AI, the map always fails to load and this is the message:

"An Error occurs [CONFIG]

Object type [army.unit.bulldozer] does not exist or wrong code class"

This may be understandable if the map does not work with my Heroic mod; however, even when I uninstall my own Heroic AMRTS & re-install the original copy, this map still refuses to load.

I wonder if any two-players ever encounter this same problem & has anyone figure out how to fix the error I've listed above.

I guess this involves coding error & I suggest: when I examined both 2dumdums.x & its variant SargeSargeFrenzy.x I found that the Garage to make DumDums & Sarges has its constructor as Constructor("army.unit.bulldozer"); even though the mapmaker did not include the bulldozer in types.cfg. If so, then the easiest way to fix this is by using NotePad ++ & erase the line Constructor("army.unit.bulldozer");

Downhere is the code-generated obj_army_garage.cfg file

Code: Select all

///////////////////////////////////////////////////////////////////////////////
//
// Pandemic Studios
//

#include "fx_army_building_garage.cfg"

// UNIT
CreateObjectType("army.building.garage1", "Unit")
{
  GameObj()
  {
    ThinkInterval(1);
    IdleTask("Tasks::UnitConstructor");
    Properties()
    {
      Add("Filter::Army");
      Add("Filter::Mechanical");
      Add("Filter::Building");
      Add("Ability::Recycle");
      Add("Client::ForceNameDisplay");
      Add("Client::FacilityBar");
      Add("Client::NoGroupSelect");
      Add("Client::UseRally2");
    }
  }

  MapObj()
  {
    GodFile("army_garagemold.god");
    RayTestFlags("Poly");
    PhysicsModel("building");
    TractionType("ground");


    ArmourClass("structure");
    HitPoints(10000);
    DeathExplosion("army.exp.garage");

    TypeDisplay()
    {
      Image()
      {
        Image("if_game_portraits.tga", 126, 0, 42, 42);
        Mode("Centre");
      }
    }
    GenericFX()
    {
      Add("Construct::Start", "construct.garage");
      Add("Recycle::Start", "recycle.garage");
      Add("Constructor::Process", "plastic.bubbles.construct.garage");
      Add("Constructor::Finished", "construct.complete.army.garage");
      Add("MapObj::Health::Low", "damage.garage");
      Add("MapObj::Death", "death.army.garage");
      Add("UnitObj::ActivelyOnTeam", "plastic.bubbles.garage");
      Add("MapObj::AddToMap2", "restore-large");
    }
  }

  UnitObj()
  {
    SeeingRange(65);

    ResponseEvents()
    {
      Add("Select")
      {
        Add("army.building.garage1_select-0.wav");
      }
    }

    Constructor("army.unit.bulldozer");
    ConstructionTime(15);
    CreateSource("resource.blob.building1");
    CommandCost(1);
    ResourceCost()
    {
      Add("Plastic", 400);
      Add("Electricity", 0);
    }
    Upgrades()
    {
      Add("army.building.garage2");
    }
    Prereqs()
    {
      Add("army.building.hq2");
    }
  }
}

CreateObjectType("army.building.garage2", "Unit")
{
  GameObj()
  {
    ThinkInterval(1);
    Properties()
    {
      Add("Filter::Studio::Hidden");
    }
  }

  MapObj()
  {
    GodFile("army_garagemold_upgrade1.god");
    RayTestFlags("Poly");
    PhysicsModel("building");
    //MoveCamera(1);
    NearFadeFactor(0.3);

    GenericFX()
    {
      Add("Construct::Start", "upgrade.army");
      Add("Recycle::Start", "recycle.upgrade");
      Add("Restore::Target::Process", "restore-upgrade");
    }
    TypeDisplay()
    {
      Image()
      {
        Image("if_game_portraits.tga", 168, 210, 42, 42);
        Mode("Centre");
      }
    }
  }

  UnitObj()
  {
    SeeingRange(73);
    ConstructionTime(40);
    RecycleTime(0);
    ResourceCost()
    {
      Add("Plastic", 400);
      Add("Electricity", 0);
    }
    Prereqs()
    {
        Add("army.building.hq3");
    }
  }
}

// EXPLOSION DEFINITION
CreateObjectType("army.exp.garage", "Explosion")
{
  MapObj()
  {
    Mesh();
  }
  ExplosionObj()
  {
    Damage()
    {
      Amount(0);
    }
    AreaInner(8);
    AreaOuter(8);
    Quake("Small");
  }
}

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TommyCD1
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Re: Possibly Bugged Map?

Post by TommyCD1 » Sun Jun 25, 2017 1:36 pm

The map doesn't work with AI units. That's all. The game is complaining that the bulldozer isn't loaded in the map, and since the AI always calls upon a bulldozer, it crashes. If you find another human to play with, the map will fun fine.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
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