Okay, I got a bit closer. The problem seems to have something to do with one of the following 3 scripts but I can not determine which one's the evil one so here are all three:
Code: Select all
//SIREN SCRIPT
script 3 (void)
{
SetMusic("D_NONE", 0, 0);
AmbientSound("AMB30",255);
delay(10*35);
//acs_execute(333, 0, 0, 0, 0);
Light_Fade(10, 40, 140);
Thing_Deactivate(7);
AmbientSound("LIGHTOFF",80);
delay(35);
Thing_Deactivate(8);
AmbientSound("LIGHTOFF",80);
delay(35);
Thing_Deactivate(9);
AmbientSound("LIGHTOFF",80);
delay(35);
thing_activate(12);
delay(15*35);
thing_spawnnofog(10, 247, 0, 11);
thing_hate(11, 99, 4);
delay(24*35);
fadeto(0,0,0,1.0,5.0);
delay(2*35);
Thing_Deactivate(12);
thing_remove(11);
delay(4*35);
thing_remove(11);
delay(4*35);
thing_remove(11);
delay(2*35);
thing_remove(11);
fadeto(0,0,0,0.0,3.0);
if (noaccess==0)
{
delay(1);
}
else
{
noaccess=0;
delay(20);
ambientsound("DSUHI", 90);
}
delay(10*35);
acs_execute(255,0,0,0,0);
Light_Fade(10, 200, 140);
Thing_Activate(7);
AmbientSound("LIGHTON",120);
delay(35);
Thing_Activate(8);
AmbientSound("LIGHTON",120);
delay(35);
Thing_Activate(9);
AmbientSound("LIGHTON",120);
//Randomized Delay before Restart
delay(random(360*35, 540*35));
restart;
}
Code: Select all
//First Alarm
script 42 (void)
{
thing_spawn(46, 219, 0, 99);
thing_hate(99, 45, 6);
}
Code: Select all
//Countdown
script 53 (void)
{
noaccess=1;
delay(25*35);
acs_execute(52,0,0,0,0);
}
Feel also free to take a look at the ingame scripts. The second script 42 is not that complicated so I doubt that it is responsible for the crash. LEft are the others.
I can save and load without any problems until I reach the passage where these 3 scripts were activated. When I save and load again, GZDoom crashes without a message.