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"Exceeded Maximum Number of Script Strings" Error.

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Created 8 years ago
by Numan
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After Recompiling my map and getting ready to test it, as I had just added some new features into it (Nothing into my WaW Directory Folder) Such as Some of Harry Bo21's Perks and some more FX It seems to crash on launch of the map itself.

I've never had this before and can't seem to find a fix.
Any Help Would be greatly Appreciated :)

http://prnt.sc/akhbqf - Error Message After Crash.  :-\
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☭ Soviet Commander ☭
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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Developer and developer_script are probably going to be the only way to find it. If you want, you can send me a PM and I can take a look.
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Developer and developer_script are probably going to be the only way to find it. If you want, you can send me a PM and I can take a look.
Won't say anything as it just instantly goes to quitting out and dumping the script threads (the entity/node/array etc. shit).

There's just an amount to how much strings there are, examples are: func. names, variables, actual strings, etc.
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Won't say anything as it just instantly goes to quitting out and dumping the script threads (the entity/node/array etc. shit).

There's just an amount to how much strings there are, examples are: func. names, variables, actual strings, etc.

With developer and developer_script enabled? It wouldn't atleast show errors that would normally prevent the map from loading in dev mode? Would it not show whatever it is, then?

Assuming that this is an actual script runtime error and not a case of a logic fail...

 
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I had tried to enable developer to 1 and developer script also to one, managed to get this out of console, anything to do with it? Hope it gives ya a little more detail  :-\ http://prnt.sc/akhvml
Last Edit: March 27, 2016, 12:49:05 am by icastacod2
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I had tried to enable developer to 1 and developer script also to one, managed to get this out of console, anything to do with it? Hope it gives ya a little more detail  :-\ http://prnt.sc/akhvml

Oh yeah, that helps a lot.

Stay away from Scriptz(BYZMODZ)'s scripts. He writes terrible scripts that are known for being... well, crap.
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I've had this Script for a while now, had a few bugs that I managed to solve previously, would you have any idea to what specifically is going on with it?

Edit: Ah no matter, I think I may know what's up with it. Will get back when I figure out what's wrong
Last Edit: March 27, 2016, 01:18:21 am by icastacod2
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I've had this Script for a while now, had a few bugs that I managed to solve previously, would you have any idea to what specifically is going on with it?

With that script? Well, as the error message points out its running code using an undefined object, which it should not be doing.

I don't, however, see anything that would cause you to hit the variable limit. What exactly did you add?
Last Edit: March 27, 2016, 01:29:21 am by daedra descent
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Ah, just some moving perk machines, like the ones from moon that teleport to different locations and some extra FX into the map aswell as some custom wall weapons. I removed all the Perk machines and still get the error, i'm guessing its the wall weapons?
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Ah, just some moving perk machines, like the ones from moon that teleport to different locations and some extra FX into the map aswell as some custom wall weapons. I removed all the Perk machines and still get the error, i'm guessing its the wall weapons?

Extremely unlikely. Even with custom weapons, the worst that can really happen is the strings not showing, the gun model not hiding, or receiving no gun. Nothing that would cause you to hit the variable limit.

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What would you recommend me removing from my map to fix this limit? What should I look for?
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I suggest either removing custom scripts til you are not hitting it or make new mod and add everything back one by one, both ways are pretty much the same

 
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