HTroop Errors since 1.0b7 I Really Need Help With....

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professor_smith
Posts: 133
Joined: Thu Dec 13, 2012 7:45 am

HTroop Errors since 1.0b7 I Really Need Help With....

Post by professor_smith »

Hello Everyone,
I wanted to wish Everyone a Happy Thanksgiving, and wanted to Thank All of Those Modders, Editors, and Players so far that have been offering their advice and experience, helping me to correct various errors in HTroop along the way.
As for the most recent blockade, for certain maps (when running on a dedicated server), I get the host error of "Too many statemasks" or "out of ghost ids" (either error when playing as a client, or switching between maps; sometimes the client is kicked, and must rejoin, but the server stays in tact).
I am under the impression from multiple sources, that I must simply decrease the number of spawning objects within the map, or the number of networkableinfo scripts in the objects.con, physics.con, & weapon.con files.
Most of the maps I have corrected in this fashion, are now working over Internet or LAN, but once in a while, I get a map where it just won't
stop the "ghosting", "stuck in limbo" effect in game as the client; 0 Hit Points, able to move your weapon, but not able to walk. From another
client's view of another player "stuck" in this way, the "stuck" client is invisible, but the name tag can be seen. The same goes for bots in CoOp.
Does anyone know of a solution to this issue? If so, please respond asap. There area a few well made maps that I would enjoy promoting
through HTroop , as well as every one of the working maps so far.

Thank You,

Josh
Professor Smith
Lets make war games, not war.
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: HTroop Errors since 1.0b7 I Really Need Help With....

Post by freddy »

The "Too many statemasks" happens when one vehicle has to much networkinfo sources in it. i dont know where exactly the limit is but the b17 is somewhere close because it has all the usual networks + four engines each with its own netinfo. You can find the problem vehicle if you stop one at a time from spawning in the map until the problem ends.

"out of ghost ids" is usually caused by to many players slots, or if you spawn to many bots in the map. usually problems arise somewhere around 160 to 180 bots.
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