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ERROR: MAX_GAMESTATE_CHARS exceeded
Posted: Sat Jan 31, 2004 12:25 pm
by bdbodger
I can't find out why I am getting this error or what it is . Anyone know ?
gamestate
Posted: Sat Jan 31, 2004 3:27 pm
by tltrude
Hmmm, is there a lot of AI in your map?
Posted: Sat Jan 31, 2004 3:42 pm
by bdbodger
Yes but most of them are turned off and hidden . Hmm I did that because the game stutters when you spawn them or use the global/ai.scr I guess I will have to start useing it . There about 100 or so no more that 10 active at one time . I thought maybe it was something else .
Posted: Sat Jan 31, 2004 3:46 pm
by jv_map
I think it is something else... wouldn't know what though
Does this error appear immediately or after a few minutes?
Posted: Sat Jan 31, 2004 3:49 pm
by bdbodger
Not right away and then the map crashes to the main menu .
chars
Posted: Sat Jan 31, 2004 4:03 pm
by tltrude
Could it be to many dead bodies in a single view?
Posted: Sun Feb 01, 2004 12:51 am
by bdbodger
Some times crashes right away other times after a while . I haven't had time to check anything yet .
Posted: Tue Feb 03, 2004 11:20 pm
by crunch
I was doing a little research on this error. I found nothing definitive, but have a pretty good idea of the problem.
The MAX_GAMESTATE_CHARS is configured in the game's hardcode.
I don't know what the value is for MoHAA, but based on the fact that it sets a maximum number of strings reserved for AI, I would say you have too many AI, all running scripts (even if they are turned off, they still run threads).
Instead of spawning them all, hiding them, and showing them in groups, your problem will be solved by spawning the groups when they are needed. This way, they are not running any threads at all until they are needed.
Posted: Wed Feb 04, 2004 8:03 am
by bdbodger
Thanks crunch but I already fixed it and you are right . I changed the hide thread and used the global/spawner.scr to turn them all into spawners and now I activate them when I need them .