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Spawned aircraft issue
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 13, 2015 11:08 pm    Post subject:  Spawned aircraft issue Reply with quote  Mark this post and the followings unread

Dear friends of the RA2 modding sector!
Recently, I've been having the weirdest issues with a certain spawned aircraft type - while it will occasionally obey its spawner and attack the target, at other times, when spawning from its spawner unit, it will zoom right for the far end of the map and leave (like a Landable=no aircraft, ie hard-code airstrike/paradrop behaviour), upon which an IE will result (EIP: 50FE3720).
Debug log is nonspecific.
Ever since this problem started occuring, the aircraft also has GREAT problems landing back on its spawner, instead of landing it will fly into the spawner, bounce back up for a few frames, descend again, bounce back up, etc...  - it will occasionally land succesfully, but this seems to require moving the spawner into certain positions or facings, or maybe just moving around a little.

I'm assuming the IE is a direct result of spawned aircraft leaving map boundaries, and has nothing to do with the cause of the aircraft itself behaving so odd. If the aircraft wouldn't have this bug in the first place, the IE would never be brought up.

Code of my aircraft posted below, except.txt attached a little bit further down. I would greatly appreciate any help with identifying the cause.

Here it is:
(sections created for y'all's convenience)
Code:

;------------------------------------------------------------------------------
;Auxiliary Drone - Spawned by some vehicles when elite
[DRON3]
UIName=Name:DRON
Name=Auxiliary Drone

; Art ------
Image=DRON ; not a shp anymore
; ------

; AI ------
Category=AirPower
IsSelectableCombatant=yes
ThreatPosed=25   
; ------

; Weapons ------
Primary=DroneMissile
Secondary=DroneGun
Ammo=999999999999999999
RadialFireSegments=4
; ------

; Base stats ------
Strength=100
Weight=.5
Size=2
ConsideredAircraft=yes
; ------

; Controls ------
Selectable=no
DefaultToGuardArea=yes
; ------

; Armor ------
Armor=special_1
TypeImmune=yes
IsWebImmune=no
ImmuneToEMP=no
ImmuneToVeins=no
ImmuneToPoison=yes
ImmuneToRadiation=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
Crushable=yes      ; if it ever gets caught on the ground
Bombable=yes
Parasiteable=no
Warpable=yes
; ------

; Production ------
Owner=Alliance,Empire,Kingdom,Shogunate
TechLevel=-1
Cost=500
; ------

; Scoring ------
Points=10
; ------

; Crew ------
Crewed=no
ProtectedDriver=yes   ; automaton
; ------

; Damage & destruction ------
DamageParticleSystems=SparkSys,SmallGreySSys
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Crashable=no
Explodes=yes
DeathWeapon=DroneCollision
MaxDebris=2
; ------

; Sounds ------
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=IntruderMoveLoop
ImpactLandSound=GenAircraftCrash
; ------

; Spawn - tweak these to maybe get back to 'assist spawner permanently'
Spawned=yes
;MissileSpawn=yes      ; we don't use this anymore - veterancy is now handled via EXPShare on spawner.
; ------

; Movement ------
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
Speed=20;10
ROT=4;0
Landable=yes   ; Yes means I can re-dock with the object that spawned me. No means I will hover patrol. vc~ type of hover patrol behaviour determined by weapon stats! (actually its projectile stats)
;SlowdownDistance=0
Accelerates=false
AccelerationFactor=5
DeaccelerationFactor=5
; ------

; Sight ------
Sight=0
Sensors=yes
SensorsSight=10
; ------

; Dock ------
;Dock=GAAIRC,AMRADR   ; not sure if this has an effect on hacked drones, but we'll say it anyway.
; ------

; Veterancy ------
Trainable=no
VeteranAbilities=CLOAK
EliteAbilities=EMP_IMMUNE
; ------


What I know is that it's not the weird two-weapon setup - I've tried with just a single weapon and received the same results.
It's also not an issue with the spawner unit, since this unit is used on three different occasions (two vehicles, one building) and there was never any issue with it until very recently, but I can't trace it to anything I've changed about the spawners. I changed something about the aircraft itself, but I can't figure out what it might have been - everything about the code looks in order.



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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Mar 14, 2015 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

14.187... I thought I had no time to update from 0.9 RC1 - that's a bit outdated, how to say...

IsWebImmune as a tag does not exist, but it's irrelevant regarding the crash - which needs an except dump, I'd guess. At least I can't pinpoint out exactly but the crash seems to happen because you somehow deactivate the aircraft (EMP? noidea) and hover your mouse over to a potential target which the Ares hook cannot interpret at all.

The amount of 9s at Ammo is suspicious of an overflow which adds to this, but noidea.

It could also be that you somehow break spawner-spawnee interaction and that causes the spawnee's deactivation which the code's unprepared for.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Mar 14, 2015 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, the interaction presumably breaks because the aircraft flies off-map, but why it does so, I'm at a complete loss.

IsWebImmune is a copypaste from original FS Limpet Drone or something I think... xD this unit has gone through a few variations.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Mar 14, 2015 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Could it be DefaultToGuardArea?

Also, something tells me that the aircraft does not break connection because it flies off-map, but it's vice versa, the aircraft flies off-map because connection becomes broken... - already seen once that a spawnee flied to the map's left edge and landed there after the spawner got destroyed.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Mar 14, 2015 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

No fighter=yes ?

I think without fighter tag, you could only have Ammo=1 and it would continue to fire until the target or itself is dead... so perhaps remove the ridiculous 9999999999?

PS. my armadillo spawns 1 mini tesla orb, it fires a few times then returns...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Mar 14, 2015 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Unless you set CurleyShuffle to no and trigger the Harpy attack pattern, Ammo is respected - okay, at Orca Bomber pattern, Ammo means the amount of bombing runs delivered, but you get the point.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Mar 14, 2015 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

The Ammo/Fighter=no tag certainly works... it's intentional that the unit fires as long as the target exists and only returns after the target is destroyed or the spawner cancels the attack.

Ammo not being reduced for non-Fighter units is a bug that's only invoked if you also have CurleyShuffle=no. The 999999 ammo combination has worked for me before, but I will try your solution either way.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 15, 2015 5:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Selectable=no

Ummm, maybe I'm crazy I got a lot of spawning units in my mod, but shouldn't it be:
Selectable=yes
On your spawned unit? Otherwise doesn't it go all wonky and crash? Or am I having a brain-fart?

I'd have to check my mod again to see if I'm thinking straight.

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Additional new features.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 15, 2015 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Just tested it on my mod. Changed my spawned unit to

Selectable=no

It worked for a bit, then my plane flew off map and game crashed.



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_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Mar 15, 2015 6:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Post your spawner's code and that of its spawning weapon too, it might be the spawner that's having troubles. I just tested the spawned aircraft and it worked fine for me. Also setting -1 on Ammo= works just fine if you want unlimited ammo.

EDIT: Gave it a bit more time when testing again, and it crashed with the same stuff in your logs. Also noticed something interesting in your rules. EliteAbilities=EMP_IMMUNE should read "EliteAbilities=EMPIMMUNE".

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 15, 2015 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Game Addict was that directed at me?

I can provide the code if you wish, but I don't really see the point?

My spawners have been working without errors for like 4 years straight. And I just threw on the Selectable=no Tag to see if my hunch was right. And just like the Millennium, I was able to reproduce a bug by changing a single tag which he had set to Selectable=no. I bet if he sets his spawn to have the tag Selectable=yes. His error will go away.

That said, I noticed some other quirky behavior when i set the spawned aircraft to have Selectable=no.

It had serious trouble landing on pad, took the plane like 5 tries to land. And I think it only tried to leave the map when it ran out of ammo. So perhaps I'll retry with ammo set to -1 or a very high value.

Of course even if this method did work, it would not be a proper or good work around for my spawned aircraft. But this is about Millennium's spawned aircraft not mine. So he should test and see if adding Selectable=yes fixes his bug, and then work from there.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Sun Mar 15, 2015 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

It's Selectable=no that's causing your problems. Set it to yes. The other spawned aircraft (the Osprey, the Hornet, etc.) that aren't V3 Rocket-style have it set to yes. I imagine without it they'd have the same problem of never landing and potentially flying off-map & crashing the game.

EDIT: Just saw your response after posting this one. It was directed at Milennium since he's the one using the mod with the spawner units & such. I just copypasted and edited it to fit mostly vanilla YR.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Mar 15, 2015 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

aha so we were both playing detective. Though I do say it's annoying in my mod as well, that this silly Selectable=no bug exists, even in ares.

I wonder if i set, Height=-999999999 on the aircraft's animation/voxel/etc in artmd.ini it would make it unelectable, or just make the pip disappear around the unit.... hmmmm. I should try that, tho my guess is it can still be selected just no pip...

Edit:  nope that didn't work, didn't think it would, works for buildings tho. Hides my rubble pips.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Mar 15, 2015 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Aha! Well, issue solved. This was one of the last things I would've thought of, although issues with Select and aircraft are pretty common in other places too.

Well, thank you everyone!

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 16, 2015 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW you can use PixelSelectionBracketDelta=-9999 to hide a unit's selection box if you really don't want it to be seen.

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