If Your Game Get Crash In 12 , 13 14 mission You Should Read It !
Hello guys i want to share with you the magic think about arabian campaign if u destroy the Epsilon base and u want to join Legion ur game can get crash , you will get this log
ModName : Arab Campaign
ModDir : Arab
ModVer : 1.0 (1.48)
ErrorType : WndProc
ErrorText : Missions\__Ar\12a\description.txt is empty or doesn`t exist
You simply repair it by going to the
:\Original war\mods\NameOfYourFolderArCamp\Missions\__AR
You going to have about 22 folders You Rename Folder Named 12a to 12 13a to 13 14a to 14 and u do thisame with 13a_cont you simple remove "A" you should get 13_cont 14_cont
14_cont2 .
There is also a bug in mission when u go back to ur Legion base and Farmer Be trade u , the bug "sometimes" happen when u destroy the depot where farmers is camping so you simple repair depot fast by using enginery .
LOG
ModName : ArCamp
ModDir : ArCamp
ModVer : 1.0 (1.48)
ErrorType : Unknown
ErrorText : SAIL function "IsOK" : Access violation at address 0055DA55 in module 'OwarFull.exe'. Read of address 00000013
If i notice anything else i will put it here .
Advice Given by Original-war.net I Only share it with You !
Missions 12 13 14 Do not Work ?
Moderator: ArCamp Developer
Missions 12 13 14 Do not Work ?
Last edited by Adam_1993 on Sun May 25, 2014 12:25 pm, edited 1 time in total.
Re: Missions 12 13 14 Do not Work ?
My mistake changed from 13_cont2 to 14_count2 *
Re: Missions 12 13 14 Do not Work ?
I would really like to know if the bug is still present if you start from mission 11.
I haven't heard about the other bug before. When you write "sometimes" do you mean it happened just once or have you actually experienced it several times?
I haven't heard about the other bug before. When you write "sometimes" do you mean it happened just once or have you actually experienced it several times?
Re: Missions 12 13 14 Do not Work ?
It happend like 2-3 times But nice job with campaign but i would have some ideas for some missionsMcBenn wrote:I would really like to know if the bug is still present if you start from mission 11.
I haven't heard about the other bug before. When you write "sometimes" do you mean it happened just once or have you actually experienced it several times?
And i will start from 11 mission in tuesday is that okey for you ?
Re: Missions 12 13 14 Do not Work ?
Sure, post away in the designated threads.
yy ofc, I'm not in a hurry
yy ofc, I'm not in a hurry
Re: Missions 12 13 14 Do not Work ?
Ok it work fine i didnt find any bugs Can i ask u for some sail cods ?McBenn wrote:Sure, post away in the designated threads.
yy ofc, I'm not in a hurry
Re: Missions 12 13 14 Do not Work ?
Some what?
Re: Missions 12 13 14 Do not Work ?
units going off the map for eq ? and to engineries repair + build bunkersMcBenn wrote:Some what?
Re: Missions 12 13 14 Do not Work ?
You could check it yourself after opening the mod with ow_editor.exe and loading the proper map.
-- [FAQ] [Forum rules] [Arabian Campaign Project] [Multiplayer rules] [OWN on Facebook] --
Re: Missions 12 13 14 Do not Work ?
cant find it any way i only ask for it if you dont want to help its no problemAntitheus wrote:You could check it yourself after opening the mod with ow_editor.exe and loading the proper map.
Re: Missions 12 13 14 Do not Work ?
If only there was anyone mad enough for posting thousands of lines rofl.
-- [FAQ] [Forum rules] [Arabian Campaign Project] [Multiplayer rules] [OWN on Facebook] --
Re: Missions 12 13 14 Do not Work ?
Ok so can i have only sail cod for exiting units from the map ? its short i had use it before but cant find it nowAntitheus wrote:If only there was anyone mad enough for posting thousands of lines rofl.
Re: Missions 12 13 14 Do not Work ?
Sure wanna help, I just have to be sure what you mean. I assume you found the SAIL code for the missions. Usually you make a unit exit from the map by removing it with function Remove. The unit is still in memory so it can be saved with SaveCharacters (if it's a human). E.g. let's say you have an area named "exit_area".
Code: Select all
Every 0$0.5 do
var i;
begin
for i in FilterAllUnits([f_inarea,exit_area]) do
RemoveUnit(i);
enable;
end;
Re: Missions 12 13 14 Do not Work ?
thanks if you are going to make another mod let me know im good at dialogs and fiction in missions i have some good ideas for mods but cant make it because i dont know how to use Sail codsMcBenn wrote:Sure wanna help, I just have to be sure what you mean. I assume you found the SAIL code for the missions. Usually you make a unit exit from the map by removing it with function Remove. The unit is still in memory so it can be saved with SaveCharacters (if it's a human). E.g. let's say you have an area named "exit_area".
Code: Select all
Every 0$0.5 do var i; begin for i in FilterAllUnits([f_inarea,exit_area]) do RemoveUnit(i); enable; end;
Re: Missions 12 13 14 Do not Work ?
You're welcome. As mentioned you are welcome to post ideas about the remaining missions for the Arab campaign.