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Red alert 2 has encounterd an internal error
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Mar 02, 2013 4:13 pm    Post subject:  Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

When i click the place where i want my nuclear missile will fire the gives me the error.

The enemy base features:3 war factories, 3 barracks ,3 refineries, ALOT of deffenses and unit.

I assume its because of the base or the modifications I made for the game?

Thanks!

P.S:I never touched anything for the missile.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Mar 02, 2013 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look for an except.txt in the RA2 folder, near the top there should be an Eip code.

Here is a Modenc page that lists most of the Eip codes & explains what caused the error.

If you cant find it there then we will need more information to help you.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Mar 02, 2013 5:18 pm    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

Thank you MIG

But the site you gave me has not put reasons for RA2 only for YR

My EIP:00463CD3

Im using RA2

Any furhter help?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Mar 02, 2013 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Check whether the weapon "NukePayload" exists.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Mar 02, 2013 7:33 pm    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

You mean, add the tag nukepayload to the building?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Mar 02, 2013 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, the game requires a weapon to exist by the name "NukePayload". I guess it also has to be referenced by at least one unit or building.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sat Mar 02, 2013 8:09 pm    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

Well the weapon is available but not referenced in anything, so i assume i must add the tag someplace?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Mar 02, 2013 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, give it to a dummy unit. That should be enough for the game to find it.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Mar 02, 2013 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

But in RA2, NukePayload isn't referenced on anything. Its only used as a DeathWeapon= on the Nancrt. Unless the game references the weapon that way, thenm I don't think NukePayload is the problem.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Mar 02, 2013 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's how the weapon is added to a [WeaponTypes] list in the original game. If a TechnoType carries it in rules, as a weapon or deathweapon, it's automatically added to one.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Mar 03, 2013 7:30 am    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

well nukepayload wasnt even referenced in the nuclear reactor, the deathweapon was NukeExplosion, if I reference nukepayload, i will get the error when nuclear reactor blows up.

Here is code:

[NukePayload]
Damage=600
Range=30
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
RadLevel=500
Warhead=NUKE
Report=

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 03, 2013 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

NukeExplosion? that's a report= tag. Are you using some sort of crazy ini editor or something?

Post your rules.ini so we can take a look at it

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Mar 03, 2013 7:50 am    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

Could someone also translate my Eip code?

00463cd3

I made this nuke explosion because nukepayload wasnt working.



ruless.zip
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 Filename:  ruless.zip
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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Mar 03, 2013 11:43 am    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

So???

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Mar 03, 2013 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey man, there is only a few people who can decipher an exception dump, give us a break.

Wait quietly until someone comes around.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Mar 03, 2013 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quick analysis: It is the same as the old one.

Edit: Just looked at the attached rules.ini. The NukePayload weapon is not used by anything, thus it crashes as I said. Create a new unbuildable unit, add it to the VehicleTypes section and give it Primary=NukePayload. To be clear: Without doing that, the nuke will always crash.

Giving the NukePayload to a building, as DeathWeapon or Primary or whatever will not crash the game, because then the game will know that it also has to read the NukePayload weapon and thus it will become available to be used by the nuke.

You got all the information needed to fix this already. Can't help you any further.

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tekka warrior
Stealth Laser Trooper


Joined: 21 May 2012
Location: Beirut,Lebanon

PostPosted: Sun Mar 03, 2013 12:51 pm    Post subject: Red alert 2 has encounterd an internal error Reply with quote  Mark this post and the followings unread

@CChyper:I waited long enough, its been a few hours,sorry about my impatience but some times i tend to get out of hand.

@Alex: thanks!

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Mar 04, 2013 10:35 am    Post subject: Reply with quote  Mark this post and the followings unread

For future reference, the way the internet works with questions and answers is thus:

1. Google it, hopefully someone had the problem before and either solved it themselves and documented the solution or someone else provided one.

2. If you can't find an existing answer,  ask your question on a n appropriate forum and wait. If someone reads your post, knows the answer and is willing to post replies on a forum, they will post the answer as best they understand it.

3. Until an answer appears, assume no one knows the answer and actively work to discover the problem yourself and fix it. Do not post another question asking when the first will be answered, that is valuable time you could be using trying to work out the answer yourself.

4. In the event that you have to follow 3 and solve your problem or otherwise become able to answer the original question, post your solution as a reply to your original topic for the benefit of future users who can stop at step 1. DO NOT edit your original post to say "n/m, fixed it"!

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Mon Mar 04, 2013 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread


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