Posted: Thu Jun 14, 2018 12:19 pm Post subject:
Tesla tanks in battle fortress cause IE
Subject description: TTNK in BFRT gives EIP 004C2C19
An IE with unknown EIP=004C2C19 occurs when/after a battle fortress with tesla tanks inside is killed. More generally a VehicleType with IsElectricBolt=true weapon will cause the IE when inside a OpenTopped transport. This does not always happen but it usually does when the transport is killed while the electric bolt weapon is still firing. And it's observed in both YR1.001 and Ares.
A particular case is when a BFRT with many TTNKs inside as initial payload is created by UnitDelivery superweapon and then is killed when/after the electric bolt weapon is fired. This almost guarantees an IE.
Previously I have experienced random crashes with the same EIP, possibly caused by some OpenTopped transport (perhaps with Ares' InitialPayload as well). I have also tested other cases, like infantries inside the battle fortress, and tanks with other kinds of weapons. But the "TTNK in BFRT" is the only one where I can reproduce the IE so far.
I know people do not often stuff tanks into a battle fortress but I post it here anyway. And attached the except file in case someone knows the reason or can fix it.
N00b question, but did you adjust the BFRT to be able to actually carry as many TTNKs as you had in InitialPayload? As in: BFRT's Passengers and SizeLimit and/or TTNK's Size. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 25, 2018 3:36 pm Post subject:
There is a weird handling which specialcases infantries in electric bolts for the tesla bolt's firingoffset to be updated when the infantry switches-to-proneoffset but this is also used from firing out on a transport/garrison.
Pretty sure that's causing this crash. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
My apologies for necromancing this topic, but this IE still exists, and I can't find a workaround to prevent it from happening. Which basically means you can't have an open-topped unit that allows vehicles in it, because then you run the risk of having this crash happen. That seems like a major limitation to mods (I mean, who doesn't want Apocalypse Tanks inside Kirov Airships? ). QUICK_EDIT
Set OpenTransportWeapon to the Secondary, which should be a dummy weapon that does nothing.
Or make it another Tesla-weapon so it crashes again. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I actually hadn't thought of that yet, so that's a good idea - but I believe the crash comes from a vehicle with IsElectricBolt=true, not? So we can't give the Tesla Tank a secondary weapon that looks and acts like its normal weapon, but prevents the crash from occurring. Unless we sacrifice the graphics that IsElectricBolt=true creates.
EDIT: Unless we give the Tesla Tank a dummy weapon and give it an InitialPayload passenger with the Tesla Tank's actual weapon. That might be a workable solution, unless it messes up the unique FLH? Can this kind of open-topped-inception-magic actually exist? Imagine creating an infinite loop of open-topped units inside each other. QUICK_EDIT
Set FireInTransport=no on its weapon to prevent Tesla Tank from firing inside an opentopped vehicle and everything will be fine.
InitialPayload passengers don't stop firing when the vehicle is lifted by magnetrons or EMPed or has its weapon disabled. You also need two passengers to create an FLH change as Burst on opentopped weapons dont change FLH. QUICK_EDIT
could you not set its second weapon to that of the Tesla Trooper? or do they crash it too? because if so, that'd be such a strange bug. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Only the top-level unit will have InitialPayload read, having those units also have InitialPayloads will result in them being empty.
ex.
[TANK1]
InitialPayload=TANK2
[TANK2]
InitialPayload=TANK3
will result in TANK2 being empty inside TANK1.
It's odd because Tesla Troopers will fire from BFRT without issue so I imagine it's a vehicle type only bug. Have you tested Aircraft types? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
If you mean whether I have tested making an open-topped aircraft unit, yes; I put Tesla Tanks in Kirov Airships (well, technically Kirov Gunships...) and that is how I became aware of this crash.
Virgil, the point is to have everything work as expected (or, that it looks that way, without being aware of the underlying code); a Tesla Tank being able to fire its weapon from inside an open-topped transport, just like any other units.
I believe the crash is a result of a vehicle having IsElectricBolt=true, MRMIdAS, in which case that would result in a crash too, but I have not specifically tested your idea.
That is useful to know 4StarGeneral, thank you. QUICK_EDIT
set the tesla tank Size high enough, so it can't fit inside any transport.
That would exclude it from transports which aren't even oppen-topped.
And disabling the weapon somehow (does OpenTransportWeapon even work on vehicletypes? this logic was only designed for infantry) retains the problem that this is a gameplay disadvantage for any bolt-based vehicle as compared to any other. _________________
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