Skip to content
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Donate
Collapse

Plutonium

  1. Home
  2. BO1 Client Support
  3. makefakeai() function causes Exception Code: 0xC0000005

makefakeai() function causes Exception Code: 0xC0000005

Scheduled Pinned Locked Moved BO1 Client Support
5 Posts 4 Posters 161 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • bhfffundefined Offline
    bhfffundefined Offline
    bhfff
    wrote on last edited by
    #1

    Like the title says, this function causes a crash.

    d7dbdaef-12f8-4685-9682-0ffed58ce2e0-immagine.png

    Unfortunately, I can not provide the dumps as it reaches the 11mb limit and it's not in the allowed format

    10098991-3130-41e4-916f-46237626bd32-immagine.png

    49d24e4a-7e84-40de-8a29-a39c4c70fca9-immagine.png

    Any way I could provide them?

    plutonium-r3553-t5sp-2023-07-19_02-34-46.txt

    Exception Code: 0xC0000005
    Exception Address: 0x005F4604
    

    This should be the minimal code for reproduction:
    Note that this was executed in zombies on the map Kino der Toten and self is the player

    		bot = spawn( "script_model", self.origin );
    		bot.angles = self.angles;
    		bot setmodel( self.model );
    		//bot UseAnimTree( #animtree );
    		bot makefakeai();
    
    JezuzLizardundefined 1 Reply Last reply
    0
    • Resxtundefined Offline
      Resxtundefined Offline
      Resxt
      Plutonium Staff
      wrote on last edited by
      #2

      Not all functions are supposed to work or are supported etc
      Also for the file part then obviously just use a file uploader like Mediafire or whatever and post the link here?

      1 Reply Last reply
      0
      • bhfffundefined bhfff

        Like the title says, this function causes a crash.

        d7dbdaef-12f8-4685-9682-0ffed58ce2e0-immagine.png

        Unfortunately, I can not provide the dumps as it reaches the 11mb limit and it's not in the allowed format

        10098991-3130-41e4-916f-46237626bd32-immagine.png

        49d24e4a-7e84-40de-8a29-a39c4c70fca9-immagine.png

        Any way I could provide them?

        plutonium-r3553-t5sp-2023-07-19_02-34-46.txt

        Exception Code: 0xC0000005
        Exception Address: 0x005F4604
        

        This should be the minimal code for reproduction:
        Note that this was executed in zombies on the map Kino der Toten and self is the player

        		bot = spawn( "script_model", self.origin );
        		bot.angles = self.angles;
        		bot setmodel( self.model );
        		//bot UseAnimTree( #animtree );
        		bot makefakeai();
        
        JezuzLizardundefined Offline
        JezuzLizardundefined Offline
        JezuzLizard
        Plutonium Staff
        wrote on last edited by
        #3

        bhfff Are you trying to make bots in zombies without bot support? I wouldn't recommend doing so as its very difficult to do so even with bot support. I have a mod for Plutonium T4SP https://github.com/JezuzLizard/T4ZM-Zombie-Bots that attempts to do this. It is based on bot warfare and works decently.

        The next closest thing to a bot would be an actor but actors aren't intended to simulate real players so it would be an inferior experience.

        Anyway I don't know anything about the makefakeai() function but I don't think it would work as you'd need it to. Because you still need path finding and targetting code which real actors have, to make them play like a real player.

        1 Reply Last reply
        0
        • bhfffundefined Offline
          bhfffundefined Offline
          bhfff
          wrote on last edited by bhfff
          #4

          I see, it's unfortunate but I'll try to make a work around. Yes indeed I do want to create bots and I know it's complex, but I think it's still possible even if it's kinda ugly.

          The idea is to clone the player using clonePlayer and spawn an ally zombie, then the clone would be attached to the zombie and he would do the walking. (zombie is invisible)

          I would use a sepatare thread to handle the logic and another one for the animations (like running)

          I could put a series of "spots" (just coords) in every zone, and the bot would pick the safest one to go to 😅 it's a bit rudimentary but it could work.

          Right now I'm simply trying to apply any kind of animations to the cloned guy, but unfortunately I had no success (perhaps we can not do much with it)

          Could be a fun project in pure gsc without any plugins.

          As for the crashdumps I think I deleted the original ones as I don't see them anymore, but I don't think makefakeai will be implemented anytime soon in zm, so it's not necessary

          Thanks for the reply!

          1 Reply Last reply
          0
          • FutureRaveundefined Offline
            FutureRaveundefined Offline
            FutureRave
            VIP
            wrote on last edited by
            #5

            Test clients (ai) is a planned feature for T5 SP
            Until that happens it should not work or crashes may happen.

            1 Reply Last reply
            0
            Reply
            • Reply as topic
            Log in to reply
            • Oldest to Newest
            • Newest to Oldest
            • Most Votes


            • Login

            • Don't have an account? Register

            • Login or register to search.
            • First post
              Last post
            0
            • Recent
            • Tags
            • Popular
            • Users
            • Groups
            • Donate