Bizzare server error message

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Hi guys whenever the server is stopped,
the players who were on the server get this message

ive gone through scripts and temps and nothing was changed or seems out of place
this isnt even `on new player joined` (ie it cant read a new players id)

we randomly get this message either on restart or during a game
sometimes it even kicks the player even if its admin


error.jpg



can anybody help
 
Code:
player_get_agent_id                  = 406 # (player_get_agent_id, <destination>, <player_id>),
could you post those 3 triggers here?
(also a note: trigger no 0 is the first trigger, so trigger no 50 is the 51th trigger)
 
so i go to this  part of temps as from the error message its multiplayer_dm that the problem happens
even though
it happens in battle too
its the same error cept multiplayer_bt code

ill post the entire multiplayer dm  thing from in mission temps
can anyone help
im constantly getting kicked with that code
ive checked headers and scripts and everything seems okay
we had a bit of a texture problem but that is for .brfs and has nothing to do with game play,
can anyone advise please

(
    "multiplayer_dm",mtf_battle_mode,-1, #deathmatch mode
    "You lead your men to battle.",
    [
      (0,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (1,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (2,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (3,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (4,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (5,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (6,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (7,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (8,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (9,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (10,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (11,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (12,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (13,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (14,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (15,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (16,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (17,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (18,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (19,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (20,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (21,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (22,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (23,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (24,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (25,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (26,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (27,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (28,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (29,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (30,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),
      (31,mtef_visitor_source|mtef_team_0,0,aif_start_alarmed,1,[]),

      (32,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (33,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (34,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (35,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (36,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (37,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (38,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (39,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (40,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (41,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (42,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (43,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (44,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (45,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (46,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (47,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (48,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (49,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (50,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (51,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (52,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (53,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (54,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (55,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),

      (56,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (57,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (58,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (59,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (60,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (61,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (62,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
      (63,mtef_visitor_source|mtef_team_1,0,aif_start_alarmed,1,[]),
    ],
    [
     
      multiplayer_server_check_polls, multiplayer_server_generate_build_points,

      (ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (call_script, "script_multiplayer_server_on_agent_spawn_common", ":agent_no"),
        ]),

      (ti_server_player_joined, 0, 0, [],
      [
        (store_trigger_param_1, ":player_no"),
        (call_script, "script_multiplayer_server_player_joined_common", ":player_no"),
        ]),

      (ti_before_mission_start, 0, 0, [],
      [
        (assign, "$g_multiplayer_game_type", multiplayer_game_type_deathmatch),
        (call_script, "script_multiplayer_server_before_mission_start_common"),

        (multiplayer_make_everyone_enemy),

        (call_script, "script_multiplayer_init_mission_variables"),
        (call_script, "script_multiplayer_remove_headquarters_flags"), # close this line and open map in deathmatch mod and use all ladders firstly
                                                                        # to be able to edit maps without damaging any headquarters flags ext.
        #MM
        (call_script, "script_multiplayer_mm_before_mission_start_common"),
        ]),

      (ti_after_mission_start, 0, 0, [],
      [
        (set_spawn_effector_scene_prop_kind, 0, -1), #during this mission, agents of "team 0" will try to spawn around scene props with kind equal to -1(no effector for this mod)
        (set_spawn_effector_scene_prop_kind, 1, -1), #during this mission, agents of "team 1" will try to spawn around scene props with kind equal to -1(no effector for this mod)

        (call_script, "script_initialize_all_scene_prop_slots"),
       
        (call_script, "script_multiplayer_move_moveable_objects_initial_positions"),

        (assign, "$g_multiplayer_ready_for_spawning_agent", 1),
        #MM
        (call_script, "script_multiplayer_mm_after_mission_start_common"),
        ]),

      (ti_on_multiplayer_mission_end, 0, 0, [],
      [       
        (neg|multiplayer_is_dedicated_server),
        (assign, "$g_multiplayer_stats_chart_opened_manually", 0),
        (start_presentation, "prsnt_multiplayer_stats_chart_deathmatch"),
        ]),

      (ti_on_agent_killed_or_wounded, 0, 0, [],
      [
        (store_trigger_param_1, ":dead_agent_no"),
        (store_trigger_param_2, ":killer_agent_no"),
        (call_script, "script_multiplayer_server_on_agent_killed_or_wounded_common", ":dead_agent_no", ":killer_agent_no"),
        ]),
     
      (1, 0, 0, [(multiplayer_is_server),],
      [
        (try_for_range, ":player_no", "$g_player_loops_begin", multiplayer_player_loops_end),
          (player_is_active, ":player_no"),
          (neg|player_is_busy_with_menus, ":player_no"),

          (player_get_team_no, ":player_team", ":player_no"), #if player is currently spectator do not spawn his agent
          (lt, ":player_team", multi_team_spectator),

          (player_get_troop_id, ":player_troop", ":player_no"), #if troop is not selected do not spawn his agent
          (ge, ":player_troop", 0),

          (player_get_agent_id, ":player_agent", ":player_no"),
          (assign, ":spawn_new", 0),
          (try_begin),
            (player_get_slot, ":player_first_spawn", ":player_no", slot_player_first_spawn),
            (eq, ":player_first_spawn", 1),
            (assign, ":spawn_new", 1),
            (player_set_slot, ":player_no", slot_player_first_spawn, 0),
          (else_try),
            (try_begin),
              (lt, ":player_agent", 0),
              (assign, ":spawn_new", 1),
            (else_try),
              (neg|agent_is_alive, ":player_agent"),
              (agent_get_time_elapsed_since_removed, ":elapsed_time", ":player_agent"),
              (gt, ":elapsed_time", "$g_multiplayer_respawn_period"),
              (assign, ":spawn_new", 1),
            (try_end),           
          (try_end),
          (eq, ":spawn_new", 1),
          (call_script, "script_multiplayer_buy_agent_equipment", ":player_no"),

          (troop_get_inventory_slot, ":has_item", ":player_troop", ek_horse),
          (try_begin),
            (ge, ":has_item", 0),
            (assign, ":is_horseman", 1),
          (else_try),
            (assign, ":is_horseman", 0),
          (try_end),
       
          (call_script, "script_multiplayer_find_spawn_point", ":player_team", 0, ":is_horseman"),
          (player_spawn_new_agent, ":player_no", reg0),
        (try_end),
        ]),

      (1, 0, 0, [ (multiplayer_is_server),
                  (this_or_next|gt,"$g_multiplayer_num_bots_team_1",0),
                  (gt,"$g_multiplayer_num_bots_team_2",0), # are there any bots? :p
                ], #do this in every new frame, but not at the same time
      [
        (store_mission_timer_a, ":mission_timer"),
        (ge, ":mission_timer", 2),
        (assign, ":team_1_count", 0),
        (assign, ":team_2_count", 0),
        (try_for_agents, ":cur_agent"),
          (agent_is_active, ":cur_agent"),
          (agent_is_non_player, ":cur_agent"),
          (agent_is_human, ":cur_agent"),
          (assign, ":will_be_counted", 0),
          (try_begin),
            (agent_is_alive, ":cur_agent"),
            (assign, ":will_be_counted", 1), #alive so will be counted
          (else_try),
            (agent_get_time_elapsed_since_removed, ":elapsed_time", ":cur_agent"),
            (le, ":elapsed_time", "$g_multiplayer_respawn_period"),
            (assign, ":will_be_counted", 1),
          (try_end),
          (eq, ":will_be_counted", 1),
          (agent_get_team, ":cur_team", ":cur_agent"),
          (try_begin),
            (eq, ":cur_team", 0),
            (val_add, ":team_1_count", 1),
          (else_try),
            (eq, ":cur_team", 1),
            (val_add, ":team_2_count", 1),
          (try_end),
        (try_end),
        (store_sub, "$g_multiplayer_num_bots_required_team_1", "$g_multiplayer_num_bots_team_1", ":team_1_count"),
        (store_sub, "$g_multiplayer_num_bots_required_team_2", "$g_multiplayer_num_bots_team_2", ":team_2_count"),
        (val_max, "$g_multiplayer_num_bots_required_team_1", 0),
        (val_max, "$g_multiplayer_num_bots_required_team_2", 0),
        ]),

      (0.1, 0, 0, [(multiplayer_is_server),
                  (eq, "$g_multiplayer_ready_for_spawning_agent", 1),
                  (store_add, ":total_req", "$g_multiplayer_num_bots_required_team_1", "$g_multiplayer_num_bots_required_team_2"),
                  (gt, ":total_req", 0),],
      [
        (store_add, ":total_req", "$g_multiplayer_num_bots_required_team_1", "$g_multiplayer_num_bots_required_team_2"),
        (try_begin),
          (store_random_in_range, ":random_req", 0, ":total_req"),
          (val_sub, ":random_req", "$g_multiplayer_num_bots_required_team_1"),
          (try_begin),
            (lt, ":random_req", 0),
            #add to team 1
            (assign, ":selected_team", 0),
            (val_sub, "$g_multiplayer_num_bots_required_team_1", 1),
          (else_try),
            #add to team 2
            (assign, ":selected_team", 1),
            (val_sub, "$g_multiplayer_num_bots_required_team_2", 1),
          (try_end),

          (team_get_faction, ":team_faction_no", ":selected_team"),
          (assign, ":available_troops_in_faction", 0),

          (try_for_range, ":troop_no", multiplayer_ai_troops_begin, multiplayer_ai_troops_end),
            (store_troop_faction, ":troop_faction", ":troop_no"),
            (eq, ":troop_faction", ":team_faction_no"),
            (val_add, ":available_troops_in_faction", 1),
          (try_end),

          (store_random_in_range, ":random_troop_index", 0, ":available_troops_in_faction"),
          (assign, ":end_cond", multiplayer_ai_troops_end),
          (try_for_range, ":troop_no", multiplayer_ai_troops_begin, ":end_cond"),
            (store_troop_faction, ":troop_faction", ":troop_no"),
            (eq, ":troop_faction", ":team_faction_no"),
            (val_sub, ":random_troop_index", 1),
            (lt, ":random_troop_index", 0),
            (assign, ":end_cond", 0),
            (assign, ":selected_troop", ":troop_no"),
          (try_end),
       
          (troop_get_inventory_slot, ":has_item", ":selected_troop", ek_horse),
          (try_begin),
            (ge, ":has_item", 0),
            (assign, ":is_horseman", 1),
          (else_try),
            (assign, ":is_horseman", 0),
          (try_end),

          (call_script, "script_multiplayer_find_spawn_point", ":selected_team", 0, ":is_horseman"),
          (store_current_scene, ":cur_scene"),
          (modify_visitors_at_site, ":cur_scene"),
          (add_visitors_to_current_scene, reg0, ":selected_troop", 1, ":selected_team", -1),
          (assign, "$g_multiplayer_ready_for_spawning_agent", 0),
        (try_end),
        ]),

      (1, 0, 0, [(multiplayer_is_server),],
      [
        #checking for restarting the map
        (try_begin),
          (store_mission_timer_a, ":mission_timer"),
          (store_mul, ":game_max_seconds", "$g_multiplayer_game_max_minutes", 60),
          (gt, ":mission_timer", ":game_max_seconds"),
         
          (call_script, "script_game_multiplayer_get_game_type_mission_template", "$g_multiplayer_game_type"),
          (start_multiplayer_mission, reg0, "$g_multiplayer_selected_map", 0),
          (call_script, "script_game_set_multiplayer_mission_end"),
        (try_end),
        ]),
       
      (ti_tab_pressed, 0, 0, [],
      [
        (try_begin),
          (eq, "$g_multiplayer_mission_end_screen", 0),
          (assign, "$g_multiplayer_stats_chart_opened_manually", 1),
          (start_presentation, "prsnt_multiplayer_stats_chart_deathmatch"),
        (try_end),
        ]),

      multiplayer_once_at_the_first_frame,
     
      (ti_escape_pressed, 0, 0, [],
      [
        (neg|is_presentation_active, "prsnt_multiplayer_escape_menu"),
        (neg|is_presentation_active, "prsnt_multiplayer_stats_chart_deathmatch"),
        (eq, "$g_waiting_for_confirmation_to_terminate", 0),
        (start_presentation, "prsnt_multiplayer_escape_menu"),
        ]),
      ] + mm_multiplayer_common,
  ),
 
can anyone advise please
we cant release mod till we get it sorted,

it happens now even randomly without me resetting game

ps the other guy who did the troops did say he removed some un needed ranks, but assured me he cleared any references to them on scripts and temps

do you think it could be related?


also.. im logged in as admin and still get kicked thats what even more bizzare
 
It's the 50 - 52 trigger which is located in the "mm_multiplayer_common" trigger list.

You simply forgot to add a "player_is_active" check before the player related operations.
 
in temps
at the end of every script there like

multiplayer_dm or multiplayer_bt

is a check like this


    multiplayer_once_at_the_first_frame,

      (ti_escape_pressed, 0, 0, [],
      [
        (neg|is_presentation_active, "prsnt_multiplayer_escape_menu"),
        (neg|is_presentation_active, "prsnt_multiplayer_stats_chart"),
        (eq, "$g_waiting_for_confirmation_to_terminate", 0),
        (start_presentation, "prsnt_multiplayer_escape_menu"),
        ]),
      ] + mm_multiplayer_common,
  ),



however mm_multiplayer_common, is defined at the botom of the page with just the usual stuff
ie

#MM Multiplayer Commons
mm_multiplayer_common = [
  multiplayer_server_log_player_leave,
  multiplayer_server_kill_stray_horses,
  multiplayer_server_aim_cannon,



nowhere to add the player is active check

plus this was a fresh unedited mission temps we only made changes to commons to add on our scripts
 
and again
this time...
after firing a canon it happened
nobody joined the server besides for me and 2 others earlier
and the round hadnt just ended or begun

can i say as well that we can play on server for 2 hours and its ok
these errors are totally random
always the same message cept either bt or dm

error.jpg
 
i have spent thousands of hours modding
i know loads and i always help people with errors
and im just downright dissapointed that nobody is helping me with this besides a basic generic answer
we keep getting the same error message as in the op screenshot
except for sometimes it is multiplayer dm and sometimes bt

nothing was removed out of templates, all that was changed was adding ina few animation temps, which do not get in the way of it

ive posted the entire temp in the spoiler on my posts on this thread..
can somebody please look at it......

thanks
 
warbandmeetsgta said:
i know loads and i always help people with errors

I looked at all your posts all 60 of them, you never help anyone, just call us sheeple, the taleworlds team slobs, and beg for help all the time. Lately after you get an answer you delete your posts and ask for thread to be deleted. its all about you not the community.
I would never help you. :lol:
 
Lor Dric said:
warbandmeetsgta said:
i know loads and i always help people with errors

I looked at all your posts all 60 of them, you never help anyone, just call us sheeple, the taleworlds team slobs, and beg for help all the time. Lately after you get an answer you delete your posts and ask for thread to be deleted. its all about you not the community.
I would never help you. :lol:

no they werent answers
both boths about deleted were after i figured out the answer myself
the one answered by `somebody`  who i then said never mind and closed it, i used an entirely different method to do it

where have i called anyone sheeple

im helping out people with a mod here spending a lot of time on it, but we cant release it with this constant error
 
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