AlliedModders

AlliedModders (https://forums.alliedmods.net/index.php)
-   Scripting (https://forums.alliedmods.net/forumdisplay.php?f=107)
-   -   Crash because BeamRingPoint (https://forums.alliedmods.net/showthread.php?t=114346)

nico185 01-03-2010 21:57

Crash because BeamRingPoint
 
Hi,

I have made a script that spawns an entity. After the spawn of the entity it toggles a BeamRingPoint on it.. on small maps it works without problems, but on bigger maps like rp-maps it crashes my hl2dm client.
The server still runs, and the entity is there. After removing the TE_SetupBeamRingPoint entry it doesnt crash, but thats not what I want.

Code:

TE_SetupBeamRingPoint(FurnitureOrigin, 10.0, 50.0, g_BeamSprite, g_HaloSprite, 0, 10, 0.6, 10.0, 0.5, blueColor, 10, 0);
TE_SendToAll();

FurnitureOrigin is the origin where the entity is teleported to.
After that I tried to make a seperate command (/ring) to send a BeamRingPoint. It crashes the Client, too (only on big rp maps).

I hope you can help me :P

best regards, nico

API 01-03-2010 22:33

Re: Crash because BeamRingPoint
 
What game for? Client crashes are usually because a material doesn't work for the game or isn't precached correctly. This happened in beta for War3Source

nico185 01-03-2010 22:55

Re: Crash because BeamRingPoint
 
Its all ok now, i just noticed that the plugin precache the materials in OnPluginStart.. :P
My fault


All times are GMT -4. The time now is 19:19.

Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.