Posted: Sun Apr 03, 2016 9:39 am Post subject:
My help thread
Could someone be kind enough to tell me why YR keeps crashing half way through a game.
I made a lot of changes without testing recently so I suspect it is due to one of the new sides I added. Or it could be faulty triggers, which again, I fully coded the AI of 2 new countries without testing anything first.
EDIT: Changed title instead of creating a new topic
Okay, no one's feeling helpful. Anywhere to read up on these codes so I can familiarise myself with debugging? _________________
ayylmao on Discord QUICK_EDIT
Debugging Internal Errors is something that I am personally not capable of doing, however, there are logs of known Internal Error causes on ModEnc. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Apr 04, 2016 9:39 am Post subject:
I only reinstalled my debugger for this. For the record, I have reinstalled my system twice since I decided to mod OpenRA instead of YR. You can thank me that.
The crash is in Ares code, apparently you had an aircraft selected and the game couldn't decide what targeting cursor should be used on the target you've hovered your mouse over. Probably you have some exotic weapon at the aircraft you shouldn't. _________________ "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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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... QUICK_EDIT
Thanks all, I can't really explain why. My MiG has a weapon that spawns debris that deal damage over the course of the animation but that's it. _________________
ayylmao on Discord QUICK_EDIT
Got a couple of problems and I think the issue is in the rulesmd not aimd.
1. All of a sudden, my new side will not build any units at all, defensively or offensively. I've started a fresh new aimd and it still doesn't attack. Builds a full base and harvesters just fine though.
TeamDelays=700,700,700
AIHateDelays=30,50,70
UseMinDefenseRule=no
MultiplayerAICM=4000,4000,4000
AIVirtualPurifiers=8,4,2
All units are Owner=Koreans,China,Japan
I can't really think of anything else that would prevent the AI from doing anything.. I've tried removing units from task forces to see if it would make a difference. My only option now is starting rulesmd from scratch and test things out as I go.
2. When pressing TAB ingame, you can see all players' country flags, this hasn't come up in my game for a while now, anyone know why? QUICK_EDIT
1. Check whether AI Triggers are valid like side, conditions and country if given etc. are correct. Check
MinimumAIDefensiveTeams entry in rules and find out how many IsBaseDefense=yes teamtypes exist
with its Max= count for that side.
2. Check the Ares documentation, as there are flag entries for countries section referring to its pcx image. QUICK_EDIT
1. Tried all that. I've tried UseMinDefenseRule=yes and no.
2. Not what I mean, when you tab you can see all the current players' flags so you know what side they are, my game does not show this. Flags are fine, you can see them on the country selection screen.
The AI will literally only use 2 teams, a tank attack that uses 6 tanks and an aircraft attack that uses 4 of them. Nothing else. _________________
ayylmao on Discord QUICK_EDIT
You could post the code of a non-firing AITrigger entry. Check TotalAITeamCap. Try raising the TeamDelays
or decrease the BuildTime/Costs for units of those countries etc. QUICK_EDIT
Posted: Mon Apr 11, 2016 9:35 am Post subject:
Re: My help thread
XxpeddyxX wrote:
Could someone be kind enough to tell me why YR keeps crashing half way through a game.
I made a lot of changes without testing recently so I suspect it is due to one of the new sides I added. Or it could be faulty triggers, which again, I fully coded the AI of 2 new countries without testing anything first.
EDIT: Changed title instead of creating a new topic
Making changes without testing AND coding AI without testing can lead to an insurmountable amount of errors. Do yourself and everyone on this forum a favor by isolating changes, otherwise this all just becomes guess work 101.... QUICK_EDIT
Weirdest thing, found that those tanks script was using IsBaseDefense=yes, so the AI was actually using it. But now that I removed this, the AI will not build any offensive teams at all. _________________
ayylmao on Discord QUICK_EDIT
AI should be chosen as enemy, not ally or be in same team. Before choosing enemy in-game, AI can produce
defensive teams but not offensive teams. AIHateDelays or any attack would make the AI to choose an enemy
in skirmish. QUICK_EDIT
The AI only uses the 2 aircraft teams to attack, builds the tank refinery defense team and then just plays dead, refuses to build any real units. Will spam infantry if reserve is high but otherwise won't train infantry either
rulesmd.ini should be fine as the units are clearly buildable with the correct prerequisites and the right owners. Honestly stuck.
Update: Seems as if the AI doesn't like building certain units, what would cause this? I've been tweaking it all afternoon and got it training teams (partlially with the help of InfantryReserve= :/) could it be because one of the units in the TaskForce is a InitialPayload=x unit? I'll keep testing.
EDIT1: Got the AI to build a full Country specific team; removed a unit from TaskForce and changed script a little, I think it was a unit with InitialPayload breaking the AI this whole time, I'll keep tweaking it until I get it fully functional then post results, thanks all. QUICK_EDIT
Not sure why but I can use InitialPayload units now, my "tab" is also showing countries' flags. My game auto fixed itself perhaps.
Anyway new question: How do you make SW.Autofire work with SW.Designators? This would open up so many new doors to creativity D: _________________
ayylmao on Discord QUICK_EDIT
AircraftType with normal drive (wheel, tracked) locomotor makes a unit move through everything like a ghost. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thanks LKO that's just what I needed. Is there any way to make the unit have the 'move' mouse cursor on a building without using the alt click force move function? If I add a dummy weapon to the unit it stops moving entirely. _________________
ayylmao on Discord QUICK_EDIT
Big issue, one of my mixes has gone and shat itself and is now corrupted, no longer shows up in XCC Mixer, can't open it via Editor or Mixer but assets still show up ingame.
Is there ANY way to fix this? _________________
ayylmao on Discord QUICK_EDIT
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