Posted: Sun Apr 28, 2013 6:26 pm Post subject:
Bug with plane
Subject description: (Ares or not, but should be fixed in next Ares version)
Hai. Now I have to report one bug, which I am not sure that it comes with Ares, its perhaps bug in stock game although I did not check it out.
It happened to me lot of time before in Alamo map.
Actually each time my plane got destroyed near edge of map, not matter if it falls outside of edge or it got destroyed if it leaves map, it is destroyed but still actually is counting as existing unit, therefore you cannot build him again.
See what I mean
1. screenshot - there is no plane at that Yuri airfield (in top right corner) and yet again in build tab it is disabled for building, like he exists in game. He can be build only one (actually airfield has build limit 1 but its irrelevant now, it happens with many planes too)
2. screenshot - there, where are those two Apaches, they destroyed plane in that place, where plane actually left map during bombing run in order to turn itself..
3. screenshot - I almost destroyed computer's base after while and yet again in build tab I cannot produce plane.
Here is why problems exist and how occurs. When on bombing run, chaos bomber is often leaving map at edge, going into ,,virtual" unplayable space of map, or actually we cannot see that space. When he got destroyed there (if missiles hit him or like in this case Apaches shot him with machine guns), chaos bomber falls there outside of map, you hear ,,Unit lost" but actually he is not lost, he still counts as existing unit, meaning that you cannot never ever build him again in that mission, because he is obviously destroyed, but yet again cause he is destroyed outside of map, somehow game is still counting him as regular unit thanks to bug.
That happens with harriers too, only is difference, unlike chaos bomber, Harrier is not on bombing run, he is not carpet bombing area, therefore no need to go far and turn around (no need to travel outside of map), so its less chance for Harrier to leave map. Actually if Harrier is destroyed near edge, if he is going to fall at edge (where are those Apaches), he will fall outside of edge, being destroyed, but game will still consider him as alive aircraft.
So, if I got 8 Harriers, and two of them got destroyed, falling outside of that edge, I cannot never again build 2 Harriers. I will have 6 harriers and two empty spaces at airfield.
Yes, I tried to sell airfield and build again, but still no effect. _________________
In TS when an aircraft is killed but does not crash to the ground it comes back to live with 1 hp. Sort of a bug with it falling. I guess the aircraft in your mod didn't crash to the ground outside of the map. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Nah, it may be a fluke if it crashes to ground outside of actual map and doesn't register as being lost then and would be considered as bug. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Apr 28, 2013 7:33 pm Post subject:
Do a map snapshot, check the plane's properties. Esp health. _________________ "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... QUICK_EDIT
Maps have a blue border - for the visible area of the map
and a red border - the true end of the map
If an aircraft hits the red-border, the normal flight control is completely blocked there. The unit doesn't move anymore and it can even stop its fall.
The only way to get such a stuck aircraft back into the map is by giving it lots of move orders inside the map, so it rotates on the position where it is stuck, until it has a direction that leads it back into the map. This is obviously not possible for destroyed aircraft.
There is however a very easy fix for this and this is by making the red map border at least 5 cells bigger than the blue border. For very slow turning aircraft, which some mods do have, the free area needs to be even bigger and up to 10 cells around the blue border.
In most cases however, mappers do not know or ignore this and still make the red border extremely close to the blue border. _________________ SHP Artist of Twisted Insurrection: Nod buildings
But why then Westwood left blue borders close to red ones?
I don't think they considered that possible with the RA2 aircraft, or found it highly unlikely for something like that to happen. Considering there is not a single WW mission map that has a base stuffed away in a corner which made it possible to get this bug.
They probably never tested for it.
MasterHaosis wrote:
its still considered as bug I think.
Not for Ares it isn't. It would require an immense amount of time to 'fix' this. Besides that, it's much easier for you to just increase the damn distance between the blue and red border. You could also change the properties of your aircraft, or rather just quit modding. _________________
Not for Ares it isn't. It would require an immense amount of time to 'fix' this.
Well, its not Ares's bug, of course, its Westwood bug.
RP wrote:
Besides that, it's much easier for you to just increase the damn distance between the blue and red border.
Yes, since I noticed this in Alamo map only. I cannot remember if that happened somewhere else.
RP wrote:
You could also change the properties of your aircraft,
whats wrong with it's properties?
[CBMB]
Image=CBMB
UIName=NOSTR:Chaos Bomber
Name=Chaos Bomber
Prerequisite=YASPAD
Primary=ChaosBomb
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=300
Category=AirPower
Armor=light
TechLevel=10
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR,YAAIRPAD,NAHELIPAD
PipScale=Ammo
Speed=14
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=YuriCountry
Cost=2500
Points=20
ROT=3
Ammo=1
Crewed=no
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=ChaosDroneSelect
VoiceAttack=ChaosDroneAttackCommand
VoiceMove=ChaosDroneMove
;DieSound=ChaosDroneDie
VoiceCrashing=ChaosDroneDie
MoveSound=BlackEagleMoveLoop
CrashingSound=BlackEagleDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
Explodes=yes
DeathWeapon=ChaosExplode
RP wrote:
or rather just quit modding.
No shit! What a great choice!
,,Change this or quit modding" ,,do this or quit modding" ,,do that or quit modding".
So you were saying for one small shitty problem I should quit modding. By your theory half of community should left modding long time ago because they encountered in past much worse problems that I just did. _________________
Thing is, when no-one has a problem similar to this, you might want to check if there's a way to make the aircraft fall differently. And if it only happens on the alamo map then ztype it. I'll check for the blue/red line border in a moment.
EDIT: They all have 1.5 cell from blue to red line, so if this only happens in Alamo map, see the above. _________________
Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Mon Apr 29, 2013 12:43 am Post subject:
In TS Maps, the red and blue borders are 5 cells away from each other. I never see any planes that are stuck in TS or RA2. But since Red Alert 2 graphics is bigger than TS (In Pixel size), so yeah, make it 5 cells apart each other.
Sometime the planes get stuck depending on the direction they are going in. Like if the voxel size of the plane is bigger than cell and it goes out of the map, it can get stuck too. Height also affect it too.
Hasios wrote:
But why then Westwood left blue borders close to red ones?
its still considered as bug I think.
You can change the border distance via map editor ini or something so that all new maps you make will automatically be 5 cells or 10 cells away from each other? Just guessing. _________________ Mod Leader and founder of World Domination
Open the snapshot the game creates with Notepad, search for the ID of the plane and check how many times you found it with coordinates and amount of health.
Or simply load the map within FA2 and check the area the plane supposed to fell. _________________ "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... QUICK_EDIT
I remember making a plane once with ROF=9999 etc, after bombing the target it flew off the map & then came back a few minuets later without any problems... _________________
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