weapon-building destruction bug

Bug #1011098 reported by Nemo Starem on 2012-06-10
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Wishlist
Unassigned

Bug Description

 I have made a driller unit. Here later, provide the code for it and it's basic weapon.
Also, I have attached an exception file.

However there are three problems:

1- (and most important) when this unit attacks a building, game will crash when building reaches about 50% health. Happens at least with neutral buildings (not tested on others)
-- I want this unit to be able to attack and destroy buildings, this ruins gameplay

2- Whenever this unit goes underground, and/or emerges from there, the nuclear siren sound is played. I don't know how to change this. It does not appear on my unit code, of course. It seems to me it is not an appropiate default sound for this action.

3- There is no burrowing/unburrowing animation. I know there has to be a way to configure it; but how?

[HADES] ;Hades Driller
UIName=NOSTR:Hades Driller
Name=Hades Driller
Prerequisite=CAOILD ;NAWEAP

DefaultToGuardArea=yes
OpportunityFire=yes
GuardRange=4
MoveToShroud=yes

Primary=DRILL
ElitePrimary=DRILLE
Strength=350
Category=AFV
Armor=medium
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=5
Speed=7
CrateGoodie=yes
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs,Chinese,YuriCountry,DarkLegion,PsiCult,RagArmy,Transhuman,British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=yes
Cost=700
Soylent=350
Points=25
ROT=8
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterannean
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
BuildTimeMultiplier=1 ;Individual control of build time

Crewed=yes

[DRILL]
Damage=15
ROF=15
Range=1.25
Projectile=Invisible
Speed=100
Warhead=DRILLWH
;Anim=GUNFIRE
;Bright=yes

[DRILLWH]
Verses=200%,150%,100%,125%,110%,100%,130%,100%,100%,175%,100%
InfDeath=3
EMEffect=true
Sparky=yes
CellSpread=0.1
PercentAtMax=.9
Wall=yes
Wood=yes
Rocker=yes
ProneDamage=100%
AnimList=TSTIMPCT
Bright=yes
EMP.Duration=5

********

It is NOT about the emp, since it happent since before I added it.

Thank you for your potential answers.

Nemo Starem (igal-igal) wrote :

Ah, I forgot the exception file. here it is.

Nemo Starem (igal-igal) wrote :

Ah. You made me look lazy. I knew that encyclopedia and use it regularly. However, being before a TS/firestorm modder, never paid attention to those strings. (besides, I searched the rules files for anything "subterranean", "sub", etc. ; woudn't know it would be called "dig")

But thank you. Next bug I post will be more troughly researched and proven.

Nemo Starem (igal-igal) wrote :

(however, it would be nice if you fixed sparky logic, it was a good effect)

DCoder DCoder (dcoder1337) wrote :

Like that page says, Sparky= is only broken if you don't have OnFire= with three animations defined. I would like to fix all the places where the code doesn't watch where it's going and dives into null pointers, but there's a ton of code in the game and we can only fix what we come across.

Changed in ares:
importance: Undecided → Wishlist
status: New → Triaged
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