Posted: Wed Aug 10, 2016 10:28 am Post subject:
Peculiar DeathWeapon= crash..
So I've been fiddling with my blimps, and for some reason the Kirov was crashing the game when it was shot down. I traced this to a the JumpjetCrash speed, and increasing it fixed that.
Then I added a different DeathWeapon thinking maybe I should use something more conventional instead of the BlimpHEX fizzle explosion, and tried the same bomb as the Parabombs.... and it freezes the game completely. I tried my hand at fixing this with crash speeds but no luck. Removing the DeathWeapon stops the freezing.
Now the odd part is that my stolen tech blimp uses a different DeathWeapon (same bomb as the American Stealth Bomber fires) with no issues that I've seen, and has never suffered weird crashes from Jumpjet* speeds of any kind.
Showing the code for the offending DeathWeapon including any related art code could be helpful in trying to pinpoint the reason. _________________ QUICK_EDIT
Isn't the [SuicideBomb] weapon already used by the game for another purpose? (blowing everything up when a house gives up, IMO).
Try using it with a renamed copy of that weapon to see if this is the case. (added to the WeaponTypes list of course)
If it isn't, RevealOnFire, OmniFire and FireOnce are the only things different from existing death weapons. OmniFire should be ignored, and FireOnce is irrelevant, so that should narrow it down to RevealOnFire.
Try using it with RevealOnFire commented out. QUICK_EDIT
Alright so I solved it... pay attention this is interesting.
After a gazillion tests I realized my Halo was also crashing the same way, so thinking about it more, I was able to find a combination of jumpjet crash/climb/height and speed/ROT that worked, but only for another DeathWeapon. So I can conclusively say speed controls have something to do with this.
This is where I also verified that JumpjetSpeed/JumpjetTurnRate are either ignored or overridden by Speed/ROT. I may have known this before I retired for several years, but now I know for sure.
However the bug was actually related to something I accidentally did for the terrain movement, somehow I made clear 10% for hover speed instead of 100%. This combined with the unit's overall speed must have created a "too slow" scenario to meet the crash condition (divide by zero?), which involves spinning and falling at the same time.
Bumping this up to 50% seemed to fix it, but eventually that crashed too, probably because of some fluke condition of angle/location and what's below it. At 100% it seems to work without crashing, but oddly units are still able to get stuck spinning above something they should have crashed into. Clearly there are ideal ranges that are less problematic than others.
OK so small update, I was able to get it to crash again even with 100% speed... so far it seems:
- Jumpjet=yes dictates whether explicit JumpJetSpeed etc tags are used
- Jumpjet=no appears to use the global Jumpjet controls value for climb/crash, presumably with the correct locomotor
- JumpjetHeight might play a role in whether it crashes too _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
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