FrankFamily Posted September 6, 2011 Author Share Posted September 6, 2011 (edited) Still crashes my game. You can download it here Hope you can fix it :thumbsup: ------INFO-----I've removed everything but the script, messages and quest. <script:> scn DesertEagleStartupQuestScript int DesertEagleStartupCompleted Begin GameMode if DesertEagleStartupCompleted == 1 StopQuest DesertEagleStartupQuest Return endif ShowMessage DesertEagleStartupProcess1 ShowMessage DesertEagleStartupProcess2 ShowMessage DesertEagleStartupProcess3 ShowMessage DesertEagleStartupFinished set DesertEagleStartupCompleted to 1 End <Quest> Script processing delay: 2.00Priority: 50StartGameEnabled: Checked. <Messages> Only the messages that are started in the startup script. Edited September 6, 2011 by FrankFamily Link to comment Share on other sites More sharing options...
phoneyLogic Posted September 7, 2011 Share Posted September 7, 2011 Apparently there's sth wrong with the DesertEagleStartupFinished message. It might be too much text. Shorten it a bit should not crash the game. Link to comment Share on other sites More sharing options...
FrankFamily Posted September 7, 2011 Author Share Posted September 7, 2011 Ok, it was just to put some info, but i can add a note with that information. Thanks i'll see what happens. Link to comment Share on other sites More sharing options...
FrankFamily Posted September 7, 2011 Author Share Posted September 7, 2011 Oh, yeah!!! It works. Thanks a lot, tortured Tomato for your help. :thumbsup: Now kudos to everyone who replied :biggrin: And finally one question: What's the maximum length of a messagebox?? Thanks. Link to comment Share on other sites More sharing options...
tunaisafish Posted September 7, 2011 Share Posted September 7, 2011 1k - 1 (1023 characters)I only know as I read it on the wiki today. Glad you got it sorted :) Link to comment Share on other sites More sharing options...
Gribbleshnibit8 Posted September 12, 2011 Share Posted September 12, 2011 And status messages (those ones that pop up in the top corner) have an even shorter allowed length. Not sure what it is, but the DLC info message in OWB is too long, just as a base comparison. Link to comment Share on other sites More sharing options...
KingShelby Posted September 12, 2011 Share Posted September 12, 2011 Well downloaded your file, but see you've figured it out. I had the same problem a while back when working on my bobblehead book. At that time there was no info on message lengths and it took me awhile to pinpoint the CTD problem. I remember sending Cipcis a pm asking him if he knew the amount allowed. Glad you've figured it out, and really happy to see that someone posted the text amount on the wiki as that may save others the same headache. P.S. When troubleshooting some times I'll add various amounts of caps to be given to the player. If this works I'll get 50caps, if that works I'll get 100. The when testing in game if I get say 200 caps then I know that section of the script is working. When done I simply remove the Player.Additem Caps001 from the scripts. Just throwing that out there as it's easier than messages, of course unless that's what you need to test at that time. Link to comment Share on other sites More sharing options...
phoneyLogic Posted September 12, 2011 Share Posted September 12, 2011 I always use message boxes for debuging. ^^easiest way to figure out what line is wrong in scripts is to disable them by just adding a ; before. :thumbsup: Thhx for the kudos rain btwHas been avenged. Link to comment Share on other sites More sharing options...
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