^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' -------------------- Spawning Entities ----------------------- soundtrack switched to . -------------------- Actual Spawning Entities ----------------------- ^~^~^ Event 'trigger_name' does not exist. ^~^~^ Failed execution of event for class 'Animate' ^~^~^ Event 'trigger_name' does not exist. ^~^~^ Failed execution of event for class 'Animate' ^~^~^ Add the following line to the *_precache.scr map script: cache models/human/multiplayer_allied_airborne_soldier.tik spawn 'ai_multiplayer_allied_airborne_soldier': 0.19 seconds ^~^~^ Add the following line to the *_precache.scr map script: cache models/human/multiplayer_allied_2nd-ranger_sergeant.tik spawn 'ai_multiplayer_allied_2nd-ranger_sergeant': 0.13 seconds ^~^~^ Add the following line to the *_precache.scr map script: cache models/human/multiplayer_allied_1st-ranger_private.tik spawn 'ai_multiplayer_allied_1st-ranger_private': 0.11 seconds -------------------- Actual Spawning Entities Done ------------------ 619 ms 0 teams with 0 entities Adding script: 'obj/obj_vemork_12.scr' *********************************** ***********************************
Creating paths...
*********************************** *********************************** ^~^~^ Duplicate node at (624.00 624.00 192.13) not linked ^~^~^ Duplicate node at (-656.00 -656.00 758.13) not linked ^~^~^ Duplicate node at (-144.00 624.00 758.13) not linked ^~^~^ Duplicate node at (632.00 784.00 192.13) not linked
It is very possible that I've managed to set some path_node's at the same position, but is that really a souce of MOHAA program failure?
No idea, never seen this error before Indeed two pathnodes at the same location I think I guess you just have to fix them at the given coordinates and it might work fine.
Glad to hear you've started another great and noble undertaking by the way
jv_map wrote:Glad to hear you've started another great and noble undertaking by the way
He he... yeah... I just cant stop myself
Do you think a LARGE number of path_node's may cause trouble by the way? The map is PACKED with them right now... and as you know, its a "little" big...
-------------------- Actual Spawning Entities Done ------------------ 446 ms 0 teams with 0 entities Adding script: 'obj/obj_vemork_12.scr' *********************************** ***********************************
I take that back! I can't reduce the pathnode count. And before the map is completed, the count will probably rise... my hope here is that I'm doing something wrong:
Basically I have a pathnode in a grid 256 units apart ( so that a node in a free space will connect to 8 nodes around it )... because nodes that are more than 320 units apart will not connect ( please tell me I'm wrong here! ).
They are scattered a bit like in the example picture from Op.center:
Opcenter has 621 pathnodes and a not released bridge map 1277. Both work fine so you probably experience a broken pathnode.
I suggest the binary search method: First make a backup of your map as it is now. Then follow these steps:
1) Remove about half of the pathnodes 2) Compile and see if it loads 3) If it loads: Reinsert the pathnodes and take out the other half, goto 2 4) If it does not load: Again take out about half of the pathnodes (you 'll have a fourth of what you had when you begun) and go to 2
If you follow these steps you will find the offending pathnode (if there is one). If you find yourself repeating step 3 than there is not a single broken pathnode but there are probably too many, which is unlikely seeing as other maps have many more.
I removed ALL pathnodes and took a different approach: I only added pathnodes from the spawnpoints to the objectives, because if that does not work, I'm screwed anyway... And it did work. It loads now. Now I can set up the scripting and calibrate it before slowly adding the less important pathnodes.