View Full Version : Datablock Limit In Legends?
The Horny Rat
2003-12-23, 07:42 PM
Hi,
I have hit a limit in my mod at 506 total datablocks and the game started locking up or crashing... if this is the limit, theres not much room for modding...
I hope this is not the set limit, tribes2 had a limit of 2050...
RoDent
2003-12-23, 10:06 PM
There appears to be an internal limit of 511 datablocks at the moment.
We shall increase the limit. :)
The Horny Rat
2003-12-24, 02:31 AM
I doubt we will ever need more than 1500... unless you guys add lots of new vehicles and deployables...
also I found a strange bug, one of my mod weapons projectiles is not being loaded on mission change after playing the game some times, its as if the game just decided to not read or load it, then my gun has no projectile, and the server screen gives an ERR message, indicating its missing.. I never had this happen in tribes2.. also tribes2 let you have functions loaded last be the final one used, say you had a few copys of base functions in a mod file that you exe after all the base stuff then your function is the one used.. this realy helped when doing a mod...
allowed me to keep all my modified base functions in a few mod files...
RoDent
2003-12-24, 08:54 AM
Could the projectile problem be related to running out of Datablocks?
Strange though, that it would die after a map cycle. I'm pretty it's just the missiongroup and the gametype objects that get destroyed.
The Horny Rat
2003-12-24, 05:57 PM
I am just a amuture modder, coder,
never had any C++ or programmer schooling... I have no idea realy....
I even put the projectile in the pistal.cs one of the first weapons loaded, I don't think its my weapons onfire function loosing it because I see it looking for it in the server screen when its lost...
// -----------------------------------------------------------------------------
// -- Logical, Projectile for the Shotgun.cs
// -----------------------------------------------------------------------------
datablock BulletProjectileData( ShotgunProjectile )
{
sound = ChaingunProjectileSound;
explosion = ChaingunExplosion;
//particleEmitter = PistolTrailEmitter;
directDamage = 0.099;
radiusDamage = 0;
damageRadius = 0;
damageType = $DamageType::Shotgun;
impulse = 50;
length = 7.0;
width = 0.1;
viewAngle = 0.990;
texture[0] = "~/data/shapes/wep_pistol/pistol_front";
texture[1] = "~/data/shapes/wep_pistol/pistol_side";
muzzleVelocity = 698;
velInheritFactor = 0.5;
lifetime = 1000;
fadeDelay = 100;
hasLight = false;
lightRadius = 3.0;
lightColor = "0.8 0.4 0.0";
};
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