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 Forum index » Modding Central » Red Alert 2 Editing Forum
New Errors found e006f36fe / 006f3731
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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Sun Oct 02, 2022 6:19 pm    Post subject:  New Errors found e006f36fe / 006f3731 Reply with quote  Mark this post and the followings unread

This one may be related to weapons but I can't point out exactly what's wrong:

006F36FE
006F3731

Can anyone offer any clues/figure it out ?

The seem related to radiation.

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Mon Oct 03, 2022 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Both are cases of Weapon missing or having a invalid Warhead
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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Thu Oct 06, 2022 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

It's strange because Rules check does not yield anything missing.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Oct 07, 2022 2:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible you have Elite* weapons without the base weapons on a unit, or an improper weapons list for a turret changer unit?
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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Fri Oct 07, 2022 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

The problem seemed related to my SCUD launcher, that has 2 Turrets (one with missile and one with no missile) and works on the prism tank logic (which does not have Primary weapon defined, only Weapon1):

Turret=yes
TurretCount=2
WeaponCount=1
Weapon1=ChemV3Rocket
EliteWeapon1=ChemV3RocketE
IsChargeTurret=true

What I did recently is also add
Primary=ChemV3Rocket
ElitePrimaryChemV3RocketE

It does not seem to influence how the turret works (still works fine, V3-like) and hopefully it may have fixed the issue, but I'm not sure yet.

I also double checked all DeathWeapons and they are good, nothing wrong there (I had an assumption that something with DW could explode and cause the error).

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Oct 07, 2022 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

You shouldn't have regular weapons on a turret changer...

Code:

[SCUD]
UIName=Name:SCUD
Name=SE: Scud
Category=AFV
Prerequisite=NAFIST
;----------
Turret=yes
TurretCount=2
WeaponCount=1
Weapon1=ScudMissile
EliteWeapon1=ScudMissile
IsChargeTurret=true

That's how mine does it, and it works fine.
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