View Full Version : mp_rocket
There are a few issues with mp_rocket.
1) When I have my server running in osp mod (maybe it's an osp problem), that server seems to crash sometimes on mp_rocket (on random occasions, but only when allies bring back the keys).
When I try to simulate the crash, the logged error is this:
********************
ERROR: G_Scripting: trigger has unknown name: v2_rocket
********************
Do you have any idea what could be the cause of the crash?
2) Bug in mp_rocket: You can let the keys disappear from the map by letting the key-carrier crush.
(Demo: http://users.pandora.be/z/demo/rocketkey.zip )
with regards,
pack
digibob
1st July 2002, 23:31
1) What version of osp are you running? If it's a pre 1.33 version, it may well not work.
2) This is actually a general code bug, which has since been rectified, the same can happen on any map with moving vehicles.
=> osp v0.22, so based on 1.33.
Server crash usually happens when allies win, and scoreboard is shown (but not always).
If you want to have an osp + mp_rocket crash, here is what you should do:
1) Start Wolfmp, launch osp mod
2) Create server with mp_rocket
3) set /g_usertimelimit 2 (or 1 if you're fast)
4) /reset_match.
5) Now bring back docs while osp is still asking for '/ready'. After 2 minutes you will have a crash. (could not find trigger v2_rocket)
Basically, I guess you can crash any random osp server this way, if it has g_dowarmup set to 1. You just have to vote mp_rocket, then bring back docs, and then wait 12 minutes.
In my server however, g_dowarmup is set to 0, which means (in osp) that osp does not ask people for a '/ready'. The crash just happens, I've really tried hard to figure out when and how.
But then again, maybe it's an osp problem. I really want to put mp_rocket back in my map rotation. I like the map.
grtz,
pack
<font size=-1>[ This Message was edited by: packman on 2002-07-02 02:06 ]</font>
When the allies win the game the script section (game_manager/timelimit_hit - line 167) is run and launches the v2 rocket. The end game sequence is done in another section of the map where an entity called v2_rocket with a model2 key is waiting.
At the beginning of the map the entity (v2_rocket) activates a section of the script (Line 995-1036) and runs the spawn section which puts the rocket model in the right place and ready for launch/destruction.
When the map timelimit is hit the game_manager routine calls the "timelimit_hit" function (line 167) which then triggers the rocket entity which must of been setup previously otherwise it will error.
Maybe the v2_rocket entity is not being setup correctly or OSP is not correctly calling the game trigger (timelimit_hit) because it works fine in normal wolf modes.
Sock
3D Brush Monkey
EDIT: More thoughts
<font size=-1>[ This Message was edited by: sock on 2002-07-03 12:52 ]</font>
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.