Weird Crash

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posted on August 8th, 2019, 9:54 pm
In a small mod I've been working on I've been trying to have a Klingon Shipyard Upgrade itself to a larger version of the same station. The Upgrade Special Weapon ODF I'm using works just fine with upgrading ships to a different version but for the Shipyard the moment it's activated the game crashes. The weird part is there is nothing wrong with the ODF file for the Shipyards or the Upgrade Weapon. The Shipyards are buildable separately (not being upgraded to) and the game doesn't crash. Same with the Upgrade Special Weapon ODF file when having it used for ships instead.

I've tried this Shipyard Upgrading in two separate ways. It's supposed to be connected to a Research Station forming a Modular Station and when the Upgrade button in the game is selected the game crashes. When the Shipyard is built loosely (not attached to the station) and the Upgrade button is selected the game still crashes.

Note: this isn't a FleetOps Mod directly, it's just using the Mods Folder and nothing to do with the ships or stations in FleetOps.

Can anyone explain how to remedy this issue? I've attached what I hope are relevant screenshots from the Bug Reports for this crash since I don't currently have access to the files. The Bug Reports for this crash are always the same.
screenshot 2019-06-05 20.51.43.png
screenshot 2019-06-05 20.51.43.png (84.82 KiB) Viewed 102 times

screenshot 2019-06-05 20.51.59.png
screenshot 2019-06-05 20.51.59.png (52.22 KiB) Viewed 102 times
posted on August 9th, 2019, 2:07 am
if you're willing, post the odfs of the station before and after, and the replaceweapon. I'll take a look.
posted on August 9th, 2019, 5:45 am
Tryptic wrote:if you're willing, post the odfs of the station before and after, and the replaceweapon. I'll take a look.


Here are the ODF files for the stations and the Upgrade Weapon. All of my ships that upgrade do not use the "replaceweapon" coding; they use the "fusingweapon" version instead for these are a Stock Armada II Mod. Plus this way for Upgrading has always worked; even for stations. It is only not working on this station.

arktosbaseHQ_yard
Code: Select all
#include "station.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
rangeScan = 350.0f
damagedscan = 50.0f
avoidanceclass = 9

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Field Yard"

//Tooltips
tooltip = "Field Yard"
verboseTooltip = "May be upgraded to up to three Construction Facilities. All facilities can be used as a Repair Dock. The Field Yards build Experimental Warships."

//Amount of time required to build ship
buildTime = 40.0

//Race which can build ship & starting race of ship
race = "alt_klingon"

//This ship is a hero.
isHero = 1

//Set the label as martok
label = "Klingon Headquarters Field Yard"

//Number of officers required to build this ship
officerCost = 0

//Number of crew required to build ship & Starting crew
crewCost = 600

//Dilithium Cost to build
dilithiumCost = 100

//Metal cost to build
metalCost = 1200

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 7100
maxShields = 7100

//Hitpoints
weaponsHitPoints = 1900

//Rate at which shield recharges (points per second... we think)
shieldRate = 8.80

//Maximum Value of Special Energy
maxSpecialEnergy = 4000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//Possible Craft Names
possibleCraftNames =
   "Duj'il'Qach-782" "Duj'il'Qach-564" "Duj'il'Qach-808" "Duj'il'Qach-848"
   "Duj'il'Qach-056" "Duj'il'Qach-646" "Duj'il'Qach-313" "Duj'il'Qach-080"

//Max Buildable #
//maxBuildableNumber = 8

//**********************************************************************
//Construction Parameters
buildItem0 = "arkdestroyx"
buildItem1 = "arkdestroyspezial"
buildItem2 = "arkcruise3x"
buildItem3 = "arkfrigatex"
buildItem4 = "arkfrigatex2"
buildItem5 = "arkfrigate3x"
buildItem6 = "arkassaultx"
buildItem7 = "arkbattlex"
buildItem8 = "arksuperx"

//Hardpoint location for building & repairing.
buildHardpoint = "build"
repairHardpoint = "build"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser Array
weapon1 = "kc12phas"
weaponHardpoints1 = "hp01" "hp02" "hp03"

// Phaser Array
weapon2 = "kliy3phasm"
weaponHardpoints2 = "hp01" "hp02" "hp03"

// Refit Upgrade
weapon3 = "garktosbaseHQ_yard2"
//weaponHardpoints3 = "root"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
weaponsTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
sensorsTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
hullTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
criticalTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"

//**********************************************************************
//AI System Parameters
//These parameters influence how the AI evaluates and compares craft.
//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "AdvShipyardSelect"
eventAcknowledge = "AdvShipyardAcknowledge"
eventDecommission = "AdvShipyardDecommission"

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Runtime class label for instantiation of object.
classLabel = "shipyard"

//**********************************************************************
//Tara  Additions For Context Sensitive Menus
alert = 1
combat = 1
transporter = 1
builder_ship = 1
repairFacility = 1
decommissionFacility = 1
SHOW_SW_AUTONOMY = 1
SHOW_MOVEMENT_AUTONOMY = 1

//Fireball & Explosion To Use
fireball = "xkfireblg"

//True SOD File
baseName = "arktosbaseHQ_yard"

//Scale The SOD
ScaleSOD = 2.0


arktosbaseHQ_yard2
Code: Select all
#include "station.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
rangeScan = 350.0f
damagedscan = 50.0f
avoidanceclass = 9

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Field Yard Refit 1"

//Tooltips
tooltip = "Field Yard Refit 1"
verboseTooltip = "May be upgraded to up to three Construction Facilities. All facilities can be used as a Repair Dock. The Field Yards build Experimental Warships."

//Amount of time required to build ship
buildTime = 45.0

//Race which can build ship & starting race of ship
race = "alt_klingon"

//This ship is a hero.
isHero = 1

//Set the label as martok
label = "Klingon Headquarters Field Yard"

//Number of officers required to build this ship
officerCost = 0

//Number of crew required to build ship & Starting crew
crewCost = 600

//Dilithium Cost to build
dilithiumCost = 100

//Metal cost to build
metalCost = 1200

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 8100
maxShields = 8100

//Hitpoints
weaponsHitPoints = 3900

//Rate at which shield recharges (points per second... we think)
shieldRate = 8.80

//Maximum Value of Special Energy
maxSpecialEnergy = 6000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//Possible Craft Names
possibleCraftNames =
   "Duj'il'Qach-782" "Duj'il'Qach-564" "Duj'il'Qach-808" "Duj'il'Qach-848"
   "Duj'il'Qach-056" "Duj'il'Qach-646" "Duj'il'Qach-313" "Duj'il'Qach-080"

//Max Buildable #
//maxBuildableNumber = 8

//**********************************************************************
//Construction Parameters
buildItem0 = "arkdestroyx"
buildItem1 = "arkdestroyspezial"
buildItem2 = "arkcruise3x"
buildItem3 = "arkfrigatex"
buildItem4 = "arkfrigatex2"
buildItem5 = "arkfrigate3x"
buildItem6 = "arkassaultx"
buildItem7 = "arkbattlex"
buildItem8 = "arksuperx"

//Hardpoint location for building & repairing.
buildHardpoint = "build"
repairHardpoint = "build"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser Array
weapon1 = "kc14phas"
weaponHardpoints1 = "hp01" "hp02" "hp03"

// Phaser Array
weapon2 = "kliy4phasm"
weaponHardpoints2 = "hp01" "hp02" "hp03"

// Refit Upgrade
weapon3 = "garktosbaseHQ_yard3"
weaponHardpoints3 = "root"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
weaponsTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
sensorsTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
hullTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
criticalTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"

//**********************************************************************
//AI System Parameters
//These parameters influence how the AI evaluates and compares craft.
//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "AdvShipyardSelect"
eventAcknowledge = "AdvShipyardAcknowledge"
eventDecommission = "AdvShipyardDecommission"

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Runtime class label for instantiation of object.
classLabel = "shipyard"

//**********************************************************************
//Tara  Additions For Context Sensitive Menus
alert = 1
combat = 1
transporter = 1
builder_ship = 1
repairFacility = 1
decommissionFacility = 1
SHOW_SW_AUTONOMY = 1
SHOW_MOVEMENT_AUTONOMY = 1

//Fireball & Explosion To Use
fireball = "xkfireblg"

//True SOD File
baseName = "arktosbaseHQ_yard"

//Scale The SOD
ScaleSOD = 2.5


arktosbaseHQ_yard3
Code: Select all
#include "station.odf"

//**********************************************************************
//A2PHYSPROJV1.1 PARAMETERS
rangeScan = 350.0f
damagedscan = 50.0f
avoidanceclass = 9

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Field Yard Refit 2"

//Tooltips
tooltip = "Field Yard Refit 2"
verboseTooltip = "May be upgraded to up to three Construction Facilities. All facilities can be used as a Repair Dock. The Field Yards build Experimental Warships."

//Amount of time required to build ship
buildTime = 50.0

//Race which can build ship & starting race of ship
race = "alt_klingon"

//This ship is a hero.
isHero = 1

//Set the label as martok
label = "Klingon Headquarters Field Yard"

//Number of officers required to build this ship
officerCost = 0

//Number of crew required to build ship & Starting crew
crewCost = 600

//Dilithium Cost to build
dilithiumCost = 100

//Metal cost to build
metalCost = 1200

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 9100
maxShields = 9100

//Hitpoints
weaponsHitPoints = 4900

//Rate at which shield recharges (points per second... we think)
shieldRate = 8.80

//Maximum Value of Special Energy
maxSpecialEnergy = 8000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 10

//**********************************************************************
//Possible Craft Names
possibleCraftNames =
   "Duj'il'Qach-782" "Duj'il'Qach-564" "Duj'il'Qach-808" "Duj'il'Qach-848"
   "Duj'il'Qach-056" "Duj'il'Qach-646" "Duj'il'Qach-313" "Duj'il'Qach-080"

//Max Buildable #
//maxBuildableNumber = 8

//**********************************************************************
//Construction Parameters
buildItem0 = "arkdestroyx"
buildItem1 = "arkdestroyspezial"
buildItem2 = "arkcruise3x"
buildItem3 = "arkfrigatex"
buildItem4 = "arkfrigatex2"
buildItem5 = "arkfrigate3x"
buildItem6 = "arkassaultx"
buildItem7 = "arkbattlex"
buildItem8 = "arksuperx"

//Hardpoint location for building & repairing.
buildHardpoint = "build"
repairHardpoint = "build"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES

// Phaser Array
weapon1 = "kc16phas"
weaponHardpoints1 = "hp01" "hp02" "hp03"

// Phaser Array
weapon2 = "kliy6phasm"
weaponHardpoints2 = "hp01" "hp02" "hp03"

// Self-Destruct
weapon3 = "gselfdes"
weaponHardpoints3 = "hp01"

// Cloaking Device
weapon4 = "gkcloak"
weaponHardpoints4 = "hp01"

// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
lifeSupportTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
weaponsTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
shieldGeneratorTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
sensorsTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
hullTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"
criticalTargetHardpoints = "hp01" "hp02" "hp08" "hp09" "hp11"

//**********************************************************************
//AI System Parameters
//These parameters influence how the AI evaluates and compares craft.
//The normalized intrinsic value of a target.  High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 2.00f

//**********************************************************************
//MESSAGE & SOUND PARAMETERS
//**********************************************************************
eventSelect = "AdvShipyardSelect"
eventAcknowledge = "AdvShipyardAcknowledge"
eventDecommission = "AdvShipyardDecommission"

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS
//Runtime class label for instantiation of object.
classLabel = "shipyard"

//**********************************************************************
//Tara  Additions For Context Sensitive Menus
alert = 1
combat = 1
transporter = 1
builder_ship = 1
repairFacility = 1
decommissionFacility = 1
SHOW_SW_AUTONOMY = 1
SHOW_MOVEMENT_AUTONOMY = 1

//Fireball & Explosion To Use
fireball = "xkfireblg"

//True SOD File
baseName = "arktosbaseHQ_yard"

//Scale The SOD
ScaleSOD = 3.0


garktosbaseHQ_yard2
Code: Select all
//Display name for this weapon
wpnName = "Field Yard Refit"

//Tooltips
tooltip = "Field Yard Refit"
verboseTooltip = "Upgrades the Klingon Headquarters Field Yard to the Klingon Headquarters Field Yard Refit I."

//Special Weapon.
special = 1

//Location of the button in the speed panel
buttonSlot = 2

//Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

//Programming Stuff DO NOT CHANGE
classLabel = "fusingweapon"

//    HIT_EVERYONE = 0,
//   HIT_ALLIES = 1,
//   HIT_ENEMIES = 2
hitCondition = 0

//Don't automatically switch to attack mode
switchToAttack = 0

//Converts it into bbattle3
fusedClass = "arktosbaseHQ_yard2"

//How much metal must we spend to fuse this?
fusingMetalCost = 0

//Multiweapon, requires 8 Borg cubes
multiReqClass0 = "arktosbaseHQ_yard"
multiReqMin0 = 1

//These are the initial and final
// formation distances
initialDistance = 0
finalDistance = 0


garktosbaseHQ_yard3
Code: Select all
//Display name for this weapon
wpnName = "Field Yard Refit"

//Tooltips
tooltip = "Field Yard Refit"
verboseTooltip = "Upgrades the Klingon Headquarters Field Yard I to the Klingon Headquarters Field Yard Refit II."

//Special Weapon.
special = 1

//Location of the button in the speed panel
buttonSlot = 2

//Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

//Programming Stuff DO NOT CHANGE
classLabel = "fusingweapon"

//    HIT_EVERYONE = 0,
//   HIT_ALLIES = 1,
//   HIT_ENEMIES = 2
hitCondition = 0

//Don't automatically switch to attack mode
switchToAttack = 0

//Converts it into bbattle3
fusedClass = "arktosbaseHQ_yard3"

//How much metal must we spend to fuse this?
fusingMetalCost = 0

//Multiweapon, requires 8 Borg cubes
multiReqClass0 = "arktosbaseHQ_yard2"
multiReqMin0 = 1

//These are the initial and final
// formation distances
initialDistance = 125
finalDistance = 100

//Don't speak when attacking.
speakOnAttack = 0


Here is also an ODF file of a ship that upgrades just fine wtihout the game ever crashing using the same coding.
This upgrades one of my Galaxy-class Hero Ships to its Galaxy-class X-Refit Version and this works perfectly!
Code: Select all
//Display name for this weapon
wpnName = "Galaxy-class War Refit Upgrade To Galaxy-class X-Refit"

//Tooltips
tooltip = "Galaxy-class War Refit Upgrade To Galaxy-class X-Refit"
verboseTooltip = "Upgrades the USS Aimee NCC 93786 Galaxy-class Dominion War (Venture Refit) starship to the USS Aimee NCC 93786 X-Refit Galaxy-class X-Refit starship."

//Special Weapon.
special = 1

//Location of the button in the speed panel
buttonSlot = 2

//Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

//Programming Stuff DO NOT CHANGE
classLabel = "fusingweapon"

//Looping sound that gets played as the move together
// firesound = "gcubeint.wav"
// One shot that gets played on the new ship when it converts.
// offsound = "gcubeintoff.wav"

//    HIT_EVERYONE = 0,
//   HIT_ALLIES = 1,
//   HIT_ENEMIES = 2
hitCondition = 0

//Don't automatically switch to attack mode
switchToAttack = 0

//Converts it into bbattle3
fusedClass = "fgalaxyx_aimee"

//How much metal must we spend to fuse this?
fusingMetalCost = 0

//Multiweapon, requires 8 Borg cubes
multiReqClass0 = "fgalaxy_aimee"
multiReqMin0 = 1

//These are the initial and final
// formation distances
initialDistance = 125
finalDistance = 100

//Don't speak when attacking.
speakOnAttack = 0

//Here's what you do say
eventFire = "CubeFusion"
eventCancel = "CubeFusionCancel"


The attached .ZIP has the ODF files for the shipyard and the Upgrade Weapns only.

Attachments

Upgrading Shipyard.zip
Upgrading Shipyard
(6.27 KiB) Downloaded 11 times
posted on August 9th, 2019, 11:58 am
That's not so weird. You're trying to use a fusionweapon that crashes if you try to "fuse" stations. You should use a replaceweapon that replaces the user with one (or more) different things.
Note that replaceweapon is a FleetOps only command, so if you're modding stock Armada 2 then I'm afraid there is no way to upgrade your station.
posted on August 9th, 2019, 5:16 pm
k_merse wrote:That's not so weird. You're trying to use a fusionweapon that crashes if you try to "fuse" stations. You should use a replaceweapon that replaces the user with one (or more) different things.
Note that replaceweapon is a FleetOps only command, so if you're modding stock Armada 2 then I'm afraid there is no way to upgrade your station.


K_merse, that doesn't make sense at all. I have other stations in a separate mod (in the FleetOps Mods Directory) to be precise upgrading Stations using "FusingWeapon" and they are stations taken out if another mod that did the exact same thing. I'm using their Special Weapon file for those stations to upgrade and their modifications are used in the ship upgrading files as well. I've tried using "ReplaceWeapon" for both Station and Ship Upgrades and gotten crashes. I've discover that "ReplaceWeapon" needs to keep the original as well and have found it works for launching and retrieving fighters but Upgrading anything the way I need them to upgrade results in crashes. This is the first time I've ever had a Station crash using "FusingWeapon" to upgrade.

Here is Proof of what I am saying; in my Primary Mod here is one of the station's that upgrade to a different version and this Upgrading Works just fine; and note its using "FusingWeapon" without a crash (hence why I call this a weird crash for this Klingon Shipyard). The only difference here is this is a Starbase being upgraded and the one crashing is a Shipyard.

Code: Select all
//Display name for this weapon
wpnName = "Federation HQ Upgrade"

//tooltips
tooltip = "Federation HQ Upgrade"
verboseTooltip = "Upgrades the Federation Headquarters Starbase to the Federation TNG Command Starbase. This brings the Federation's old version of their headquarters to be more up-to-date with the times and more armed. Because this station came into existance during the Dominion War and the Federation was allied with both the Klingons ans the Romulans, the Romulans gave the Federation a Phase Cloaking Device for this type of starbase."

// Mark this as a special weapon.
special = 1

//Location of the button in the speed panel
//buttonSlot = 1
buttonSlot = 2

// Priority of button in the speed panel, this is only
// used if it is non-zero.
buttonPriority = 5

//Type of border to use for this button.
//0 = No border.
//1 = Offensive border.
//2 = Defensive border.
buttonBorder = 2

//Programming Stuff DO NOT CHANGE
classLabel = "fusingweapon"

// Looping sound that gets played as the move together
// firesound = "gcubeint.wav"
// One shot that gets played on the new ship when it converts.
// offsound = "gcubeintoff.wav"

//    HIT_EVERYONE = 0,
//   HIT_ALLIES = 1,
//   HIT_ENEMIES = 2
hitCondition = 0

//Don't automatically switch to attack mode
switchToAttack = 0

// Converts it into bbattle3
fusedClass = "fedcommand"

// How much metal must we spend to fuse this?
fusingMetalCost = 0

// Multiweapon, requires 8 Borg cubes
multiReqClass0 = "fbasehq"
multiReqMin0 = 1

// These are the initial and final
// formation distances
initialDistance = 125
finalDistance = 100

// Don't speak when attacking.
speakOnAttack = 0

// Here's what you do say
eventFire = "CubeFusion"
eventCancel = "CubeFusionCancel"
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