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Posted: 29 Apr 2005, 13:33
by FLOZi
TA will often freeze if you don't put a sleep in an infinite loop.

Posted: 29 Apr 2005, 16:12
by Fnordia
While the ota units don't have a sleep call in that section, all branches call an animation routine which does have at least one call to sleep. I would guess the unit in question does not. TA scripts do not (and can not) use preemptive multitasking, so if there never is a call to a function that suspends the thread (such as sleep, wait-for-turn etc) it will loop there forever.

However, I have been thinking about only allowing unit scripts to run for say 100.000 iterations or some such, after which they will be killed. In that way you can determine what script is causing the problem at least. The scripts would still have to be fixed to be useable though.

Posted: 29 Apr 2005, 17:52
by smoth
thanks for the info guys. I am glad I have it now. although this implimentation is horid. I have an idea for a better one but I'll wait a bit first as I have a few assignements to do. But hey, at least they work. Right now I am trying to check for the reason why my hover units don't float in spring.

Posted: 04 Jun 2005, 07:34
by mongus
hi there...
hey smoth, have you any news on the porting thing?
have something to share?
im trying some mod (for ta) that works right away.... but sometimes crash (in sp).
Also i get some usuported format pcx errors.. but they dont crash the game.
Multiplayer... it works, but crashes on big explotions.. or sometimes with no aparent reason. Not playable.
i will be trying the suggestions in this thread..