Issue resolved - the AIRelationship cleanup ended up using some halflife2
definitions which caused it to delete parts of an array out of bounds.
Thanks for your input.
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Hello, I've ported some of the AI classes from singleplayer to the MP sdk
npc_turret_floor and npc_antlion. Aside from commenting out a few hl2
specific lines (references to combine soldiers etc) I left the files
unchanged.
I also ported the InitDefaultAIRelationships to CSDKGamerules.
Anyway, the
Maurino Berry wrote:
Anyway, the AI works flawlessly ingame, however if I spawn an NPC and then
close the server, and try to recreate it I end up with a client crash right
before i'm put into the game and I can't figure out why for the life of me.
Run in the debugger? It will tell you where it's
No the debugger isn't operating correctly, it's just giving me an access
violation.
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Unless it's a crash in the engine.dll, the debugger should at least
give you the call stack to help track down the error...
On Sun, 06 Feb 2005 19:34:21 -0500, Maurino Berry [EMAIL PROTECTED] wrote:
No the debugger isn't operating correctly, it's just giving me an access
violation.
a bit OT
the debugger should at least
give you the call stack to help track down the error...
wow, awosome! Thanks!
I always wondered how track down problem where you just have something
wrong with memory and you can't really see where exactly that
happened.
I recently saw a call stack thing
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