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[HELP] That 'PINone' error, occurs when a bot destroy (or try to) an artillery gun
Melvin Pianaro
post Feb 6 2018, 10:11 AM
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Hello BFSP!
I have a serious problem occurring with me since last week. I modified the AIX2 a lot, everything runs fine, but this error is annoying me A LOT!

"Debug Assertion Failed!

File: c:\dice\projects\bf2branches\ patch_1_50\code\bf2\io\input\Input.h
Line: 191

Text: 1 setInput out of range: PINone. Max is: 64"

I've checked all the "Thrownable" weapons, medikits, mines, everything! Every single "thrownable" has the "ObjectTemplate.fire.altFireInput PIAltFire" already.
I don't have clue about this, until now (I guess)

I just followed a Bot, he taked me to the strategic objects (UAV Trailer, Satelite Radar, and the Artillery Cannons), and he destroyed the UAV and Radar, just "looking" them (Strange, isn't?) (The Bot was a Medic)
But, when he tried to destroy the Artillery Cannons, the server is crashed (PINone thing).

How can I disable that AI Behavior?

The bot act like this when he try to destroy a strategic object


EDIT: I've just played a 16 sized on the same map (AIX_Refinery) right now, without errors, everything fine. I need disable that "destroy strategic objects" AI behavior ASAP! But I don't know how!


Cheers!

This post has been edited by Melvin Pianaro: Feb 6 2018, 03:15 PM
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Fastj@ck
post Feb 6 2018, 03:44 PM
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There exist no destroy strategic objects behaviour for bots in AIX or BF2

Check the asset_pco or pco_ asset. Dont remember the name exactly.

For you, it looks like that the bots trying to destroy the commander assets but in real they try to destroy an invisible asset_pco that spawned close to it and bots can spawn in it.
This asset_pco firing the whole time a fake weapon, that makes no damage. The bots can HEAR this weaponfire (you can hear nothing) and trying to destroy it.

Check out the asset_pco's
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clivewil
post Feb 7 2018, 01:25 AM
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QUOTE (Melvin Pianaro @ Feb 7 2018, 12:11 AM) *
How can I disable that AI Behavior?

it is a vehicle, not a behaviour. just remove any Asset_PCOs from all maps that use it.

QUOTE (Fastj@ck @ Feb 7 2018, 05:44 AM) *
This asset_pco firing the whole time a fake weapon, that makes no damage.

it certainly does do damage, 1100 hit points in fact, but only in one direction (which should hit the arty directly in front of it and destroy it) and the arty should have ObjectTemplate.armor.explosionMaterial 113 in its Armor section - which when exploding, damages the material 114 that the Asset_PCO is made from, and that then starts to deteriorate and bleed hit points. when it reaches critical, the bot ejects from the Asset_PCO


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Melvin Pianaro
post Feb 7 2018, 05:44 AM
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Thanks for helping me guys! Sorry for bothering you with this issue, but, I've found the "Asset_PCO" in the AIX_Refinery 32 sized (the map who cause the PINone crash) "GameplayObjects.con"

Correct me if I wrong, but I need to "rem'ming" all those Assets or have some tricky way to disable this?

Related Pic:


God Bless you all guys!!


CHEERS!

QUICK UPDATE: Removing the Asset_PCOs (just rem'ming them) solved this issue! I just played an entire match on the same map without any problem, THANK YOU GUYS!!!
Maybe this was solved!

This post has been edited by Melvin Pianaro: Feb 7 2018, 06:29 AM
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Fastj@ck
post Feb 7 2018, 07:41 AM
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On a 2nd look on the picture you posted.

Why the bots holding a "INVISIBLE" weapon? Could it be that you modified the kit of this soldier on the pic?
What weapon he try to use? Cant see the weapon model?

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Melvin Pianaro
post Feb 7 2018, 09:24 AM
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I don't know what weapon he's using to destroy that objects, I just disable the Asset_PCO and everything runs just fine again.
Strange... The US_Medic.con doesn't have any "special weapon", see this:

ObjectTemplate.addTemplate bf4_bayonette -->BF4 M9 Bayonet
ObjectTemplate.addTemplate bf4_m9 --> BF4 M92FS
ObjectTemplate.addTemplate ushgr_m67 --> Normal M67 Grenade with custom anims
ObjectTemplate.addTemplate bf3_medikit --> Uhhh... BF3/BF4 Medkit?
ObjectTemplate.addTemplate abil_defibrillator --> BFP4F Defib Unit
ObjectTemplate.addTemplate us_binocular --> Default AIX2 Binocular
ObjectTemplate.addTemplate aix_UnlockUSMedic
ObjectTemplate.addTemplate aix_UnlockUSMedic2
ObjectTemplate.addTemplate bf4_m16a4_m145 --> BF4 M16A4 with Elcan M145 Scope
ObjectTemplate.addTemplate ParachuteLauncher -->Jetpack

Is just a normal Medic kit, but when he try to destroy the objects, he just stand in the front of the object, with this "invisible weapon", the object just blown up, no animations. REEEEEALY STRANGE.

I can't figure out what is this...
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Fastj@ck
post Feb 7 2018, 11:04 AM
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Try to remove the unlocks out of the kittemplates

This post has been edited by Fastj@ck: Feb 7 2018, 11:05 AM
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Melvin Pianaro
post Feb 7 2018, 02:10 PM
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This was the first thing I tried, without success. But is easy to solve now, just disabling all the Asset_PCO of the map.

But that AI behaviour still a mystery for me...
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clivewil
post Feb 8 2018, 01:28 PM
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QUOTE (Melvin Pianaro @ Feb 7 2018, 11:24 PM) *
I don't know what weapon he's using to destroy that objects

he just stand in the front of the object, with this "invisible weapon", the object just blown up, no animations. REEEEEALY STRANGE.

I can't figure out what is this...

like i said, it's a vehicle. (a stationary/fixed vehicle) - it contains its own invisible weapon. if the bots are destroying the arty, but the Asset_PCO itself isn't being damaged, then you have a materials problem with your artillery. the PCO requires the arty's explosion to shave enough hitpoints off it so it becomes critical, which makes the bot exit. otherwise he'll sit there all day. if your artillery's explosion material is anything other than 113, or if you have changed AIX's materials for another mod's ones, then it won't work.

normally it doesn't require a visible weapon model as the bot should only be in it for a second or two, and if there was a weapon mesh then that would be floating above the ground even if it was empty, which would look rather odd.


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Arab
post Feb 13 2018, 05:00 PM
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QUOTE (Fastj@ck @ Feb 6 2018, 03:44 PM) *
There exist no destroy strategic objects behaviour for bots in AIX or BF2

Check the asset_pco or pco_ asset. Dont remember the name exactly.

For you, it looks like that the bots trying to destroy the commander assets but in real they try to destroy an invisible asset_pco that spawned close to it and bots can spawn in it.
This asset_pco firing the whole time a fake weapon, that makes no damage. The bots can HEAR this weaponfire (you can hear nothing) and trying to destroy it.

Check out the asset_pco's

This can be fixed by making a custom weapons.ai version of the asset_pco.

Change
CODE
weaponTemplate.setSoundSphereRadius
to 0 so they can't hear the weapon firing (effectively ignoring it).

There might be some code in the asset_pco that attracts bots to fire at it, but I'm not sure.

This post has been edited by Arab: Feb 13 2018, 05:06 PM
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Fastj@ck
post Feb 13 2018, 05:27 PM
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@Arab:

That's a way to bring bots to blow up an ammocache if it would spawn an asset pco instead of the rpg's or PKM.
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MasterChiefRulZ
post Feb 14 2018, 08:12 AM
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QUOTE (Arab @ Feb 13 2018, 06:00 PM) *
QUOTE (Fastj@ck @ Feb 6 2018, 03:44 PM) *
There exist no destroy strategic objects behaviour for bots in AIX or BF2

Check the asset_pco or pco_ asset. Dont remember the name exactly.

For you, it looks like that the bots trying to destroy the commander assets but in real they try to destroy an invisible asset_pco that spawned close to it and bots can spawn in it.
This asset_pco firing the whole time a fake weapon, that makes no damage. The bots can HEAR this weaponfire (you can hear nothing) and trying to destroy it.

Check out the asset_pco's

This can be fixed by making a custom weapons.ai version of the asset_pco.

Change
CODE
weaponTemplate.setSoundSphereRadius
to 0 so they can't hear the weapon firing (effectively ignoring it).

There might be some code in the asset_pco that attracts bots to fire at it, but I'm not sure.

This is a feature and not a bug of AIX, it exists so that bots attack commander assets like humans do to destroy them.

I've never heard of anyone having any problems with this feature. I can't help but think this means something else in your AIX install is awry and this feature is bumping against that error. Something else down the road might trigger this error in the future.

I advise keeping a changelog to keep track of things changed in your mod.


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