Posted: Sat Jul 20, 2019 7:39 pm Post subject:
Missile Bug,
Subject description: I think I tuck something up,
So, the thing is I have a mini/big problem.
I've tried to make a new superweapon for the nod.
I've sort of got it working, but now every time I have a chem-missile launch the game crashes.
I did not change anything regarding the chem missile as code but the games still crash.
The new tiberium-missile works fine as intended.
So I'll post the full code of both weapons, I'm sure you guys can help me fix this bug.
Spoiler (click here to read it):
Code:
[SpecialWeapons]
HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of
NukeWarhead=Nuke ; warhead used by falling nuke missile
NukeDown=NukeDown ; nuclear missile as it descends
NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch
EMPulseWarhead=EMPuls ; warhead used by falling nuke missile
EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch
[NAMISL]
Name=Missile Silo
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial
Prerequisite=NATECH
Strength=1000
Armor=wood
TechLevel=10
Adjacent=2
Sight=4
Owner=Nod
Cost=1300
Points=30
Power=-50
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AIBuildThis=yes
SpecialThreatValue=1
NukeSilo=yes
HasStupidGuardMode=false
That's wrong.
a) it's missing the key UseFireParticles, IsRailgun or UseSparkParticles to have AttachedParticleSystem work in the first place
b) you surely don't want the projectile to spawn gas clouds when it starts or in any other way want to attach gas clouds to the projectile. You want them on the warhead, which looks fine.
c) GasCloudSys2 doesn't exist by default and if you didn't add it, it could be one reason for a crash
I don't think the gas is the problem as this only effects the TiberiumNuke
Code:
[GasCloudSys2]
HoldsWhat=NGasCloud1
BehavesLike=Fire
Image=none ;havent tested changing it but this one works
[NGasCloud1]
Image=CLOUD1
MaxDC=1 ;delay between damage (gasclouds dont damage only once you know)
MaxEC=1 ;how long it stays on the field
Damage=150 ;here is the Damage the particle makes against infantry in one shot
Warhead=MutatorWH ;here is the warhead that mutates them into infantry
StartFrame=0
EndStateAI=1
Translucency=50 ;disable this (its invisible!!!)
WindEffect=0
BehavesLike=Gas
StateAIAdvance=3
DeleteOnStateLimit=yes
[NGas]
Spread=64
Verses=500%,250%,100%,120%,40%
InfDeath=1
Particle=GasCloudSys
ProneDamage=300% ; Gas concentrates at gound level
Bright=yes
Sparky=yes
Also, I have the warhead listed (58=GasSuper)
AttachedParticleSystem=GasCloudSys2 was a mistake left after some experimatation (forgot about it)
I think I'm not on track, The problem might be from before I started adding the new super-weapon, It affects the Chem-Missile
But I don't know all the code from ChemSpecial to know what's wrong or how the chem actually works (like the weed guy stuff was new to me)
The bug appears when the silo try's to spawn the missile after you selected a target.
Maybe the crash notes can help?
Spoiler (click here to read it):
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000068 was read from.
Exception occurred at 0043278E
Version 2.03
Internal Version 2.0
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06
CPU 686, MMX Yes, Vendor: GenuineIntel
oh your ChemMissile is crashing. Somehow i thought the MultiMissile, because ChemMissile isn't changed at all. It's the same as vanilla TS code.
No clue then. The problem must be somewhere else
-deleted/missing hva for the MISLCHEM voxel
-duplicate rules.ini sections
-an error in the map
-a changed global setting in rules.ini that somehow broke it (no clue which one would have the power to do this though)
i guess now you could only upload the complete rules.ini and art.ini as it can't be figured out with the code snippets you've posted.
Image=none on GasCloudSys2 is useless. ParticleSystems can't have an image, they are a helper stage to spawn particles which are the ones with an image/pixel art.
NGasCloudD1 seems useless. It's not used as NextParticle by NGasCloud1
Quote:
Warhead=MutatorWH ;here is the warhead that mutates them into infantry
that's not how it works. A warhead itself doesn't mutate infantry.
It's only the particle with BehavesLike=Gas and Damage that mutates infantry. It doesn't matter which warhead the Gas particle is using. _________________ SHP Artist of Twisted Insurrection: Nod buildings
ID's with space and special characters are a very bad idea
Very long ID's aren't advised either.
Quote:
[TerrainTypes]
67=GAWALL
68=NAWALL
What are they doing in the TerrainTypes list? They are Overlays and Buildings.
Quote:
[Animations]
1171=H2O_DROP
there's a horrible bad character in this. Notepad++ shows a US icon thing there, windows notepad can't even display it.
Same is true for your art.ini which has
Quote:
[H2O_DROP]
\edit PPM doesn't show it either.
there is a special char between H2O and _DROP like
H2OÆ_DROP
it's missing 5=HuntSeekSpecial
maybe that's why ChemicalSpecial is bugged.
HuntSeekSpecial is missing completely in your ini, yet you use it 2 times as superweapon on a building
usually rules.ini ends with the [VariableNames] section, while yours has a fuckton of stuff added after this.
IIRC the game has issues with stuff added after the [VariableNames] section and modders usually sort new stuff into rules.ini at the right place
same is true for art.ini which usually ends with the [Movies] section and i wouldn't advice adding stuff after it.
your inis are also pretty messed up due to TibEd.
Any of the bugs above could cause unexpected sideeffects like your crashing ChemicalSpecial _________________ SHP Artist of Twisted Insurrection: Nod buildings
Ok so I've looked into it and all of the issued you have pointed out, they have been addressed in my latest version when moving to the UMP TS client.
Here is a copy of the new files,
Link removed
That version of the mod was created using TibED, that was before talking to this community and you, so yes it's a mess.
The new version is made using Notepad++
I'm sure I've copied the bag from the old version.
Maybe its an issue with the spotlight mechanic or the Vics spawner Warhead.
The bug is in Rules.ini I know that for a fact, and it affects the Action Chem Bomb
Edit*
Quote:
usually rules.ini ends with the [VariableNames] section, while yours has a fuckton of stuff added after this.
IIRC the game has issues with stuff added after the [VariableNames] section and modders usually sort new stuff into rules.ini at the right place
same is true for art.ini which usually ends with the [Movies] section and i wouldn't advice adding stuff after it.
your inis are also pretty messed up due to TibEd.
Any of the bugs above could cause unexpected sideeffects like your crashing ChemicalSpecial
I didn't know that.
I see, well that gonna take some more work fixing.
I'll get on it. Thanks _________________
Last edited by MirceaOfRivia on Sun Jul 21, 2019 2:58 pm; edited 1 time in total QUICK_EDIT
I've never used Frames on projectiles before and also never seen it used.
I doubt it works and especially not with voxels, which don't have frames in the first place _________________ SHP Artist of Twisted Insurrection: Nod buildings
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