[0.2] Locomotor beam alternate crash
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
New
|
Undecided
|
Unassigned |
Bug Description
I have made a RA3 style Apocalypse Tank, but for Yuri.
Magnetic harpoon included... uses Locomotor Beam logic
It works, and my omnicrush tank uses it good.
However, theres some issues:
- When I use it on a unit, it will be paralyzed (cannot be selected, move or shoot) forever, even if it is de-targeted. I think this has to do with the fact that I use a ground locomotor (tank), so the unit doesn't ever "drop", because it does not lift ground.
- I have a seemingly random crash when making some attacks... Ares 0.2 beta can't identify it.
yet untested: Modify the locomotor beam to amphibious... don't think it will work, though.
Here are relevant parts of the code:
[ONTHETANK]
TargetLaser=yes
Primary=EvilBeam ;EvilCannonE
ElitePrimary=
Secondary=
EliteSecondary=
IsTilter=yes
OpportunityFire=yes
CanPassiveAquir
DefaultToGuardA
GuardRange=5
VHPScan=Strong
Crusher=yes
OmniCrusher=yes
MovementZone=
[EvilBeam]
Damage=1000
ROF=50
Range=6.75
Speed=100
Projectile=
Warhead=TowWH
Report=
IsRadBeam=yes
Beam.Color = 200,1,255
Beam.IsHouseColor = no
[TowWH]
Verses=
IsLocomotor=yes
Locomotor=
Is it possible to have locomotor beam controls that do not disable the tank except for moving? I think tanks in Mental omega mod could shoot while lifted by magnetron, for example... and what of the crash?
Also, my Ares crash dumps are over 200 mb each...is that normal? Should I delete them?
(more bugs I will report in other threads, with 0.2 version)
Having 200 MB dumps on a 64 bit system is normal, yes. But when you compress it, it goes down to 20-40 MB.
Usually people use the infantry locomotor ({4A582746- 9839-11d1- B709-00A024DDAF D1}) for such stuff, but even that disables the unit entirely (MO 1.2 Infector Tank uses this).