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Nuke Internal Error
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tripple-m
Civilian


Joined: 15 Sep 2007

PostPosted: Sat Sep 15, 2007 12:44 pm    Post subject:  Nuke Internal Error Reply with quote  Mark this post and the followings unread

i get an internal error when i or the enemy launches a nuclear missile. when it want to go down it gives an internal error. any ideas?

EDIT: the rulesmd.ini is attached. I know its an rulesmd problem, 'cause i've tried it with the original rules, and that worked just fine...

Last edited by tripple-m on Tue Sep 18, 2007 6:16 pm; edited 2 times in total

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Sep 15, 2007 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Idea: you have a problem in your code. We cannot see your code. Hmm, what to do, what to do...

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Sat Sep 15, 2007 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Post your except.txt file please. It gets created in the game's directory when you get an Internal Error.

Oh, and post it as an attachement, don't copy the content!

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Sep 16, 2007 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I think I found your errors in Rulesmd.ini.

I ran your copy through DCoder's INIChecker and it spit out this as the primary errors.

NOTE: DCoder, for some strange reason your INIChecker does not detect animations pretty much of any kind. They always show up as errors even on working INIs.

Most of these errors are undeclared weapons or units. Some of these errors are unintended misdiagnoses created by the checker.

Examples:
Prerequisite not found: InfantryTypes.LUNR.NAPILE
Weapon not found: AircraftTypes.APACHE.HarpyClaw (did you delete the weapon off this guy?)



errors.JPG
 Description:
INIChecker errors in question. Look at them carefully. They look like simple undeclared weapons and such.
 Filesize:  35.8 KB
 Viewed:  2092 Time(s)

errors.JPG



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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Sun Sep 16, 2007 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It is Soviet Nuclear Reactor. It acts as Placeholder for the nuke with DeathWeapon=NukePayload and DeathWeaponDamageModifier=0.5. I could NOT remove them without geting the IE or move them to a new building.

Your going to have to add the DeathWeapon=NukePayload and DeathWeaponDamageModifier=0.5 back to the Soviet Nuclear Reactor.

That how I fixed the same IE.

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tripple-m
Civilian


Joined: 15 Sep 2007

PostPosted: Mon Sep 17, 2007 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Allen, your advice worked.

I've re-ordered the rules, you see, so i've changed most of the names.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Mon Sep 17, 2007 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

No problem. I spent 2 days trying to find that bug.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Sep 22, 2007 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

DeathWeaponDamageModifier=0.5 isn't needed but it simply tells nuke reactor death weapon to do 50% less damage when exploding

also if [WEEDGUY] is deleted it will IE as well

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