Chrono prison release passengers crash
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
Ares |
Fix Released
|
Critical
|
AlexB |
Bug Description
I have a chrono prison unit which, in addition to erasing vehicles like a Chrono Leggionarie, can imprison infantry with the Abduct logic from Ares.
However when destroyed en masse (in this case by a V3-like missile) they crashed the game (they had a lot of custom conscripts inside)
This doesn't use a passenger turret.
This is the unit code:
[TIMEERASER]
UIName=
Image=CHRNPRISON
Name=Chrono Prison
NoShadow=no
Category=AFV
Prerequisite=
Prerequisite.
Prerequisite.
Primary=
ElitePrimary=
Secondary=TimeErase
EliteSecondary=
DeployTime=.001
PipScale=Passengers
Passengers=20
PipWrap=5
SizeLimit=10
EnterTransportS
LeaveTransportS
BurstDelay0=1
DistributedFire
VHPScan=Strong
;NavalTargeting=3
;LandTargeting=1
considered
Strength=300
;SuppressionThr
Armor=immunelight
TechLevel=9
;Naval=no
Turret=yes
IsTilter=yes
SelfHealing=no
CrateGoodie=yes
Sight=9
SensorsSight=9
Sensors=yes
;RadarJamRadius=
;GuardRange=5
;DefaultToGuard
Speed=3
Accelerates=false
Owner=British,
Cost=1750
Soylent=875
BuildTimeMultip
Points=50
ROT=5
AllowedToStartI
Crusher=yes
IsSelectableCom
VoiceSelect=
;VoiceSelectDea
CreateSound=
VoiceMove=
VoiceAttack=
VoiceSpecialAtt
VoiceFeedback=
DieSound=
MoveSound=
;ActivateSound= RobotTankOnline
;DeactivateSound= RobotTankOffline
CrushSound=
Explosion=
Locomotor=
MovementZone=
;SpeedType=Wheel
ThreatPosed=40 ; This value MUST be 0 for all building addons
Weight=2.25
ImmuneToPsionics=no
Parasiteable=yes
Trainable=yes
Explodes=no
;AccelerationFa
PhysicalSize=1
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=5
VeteranAbilitie
EliteAbilities=
TooBigToFitUnde
OpportunityFire=yes
CanPassiveAquir
OmniCrushResist
OmniCrusher=no
Crewed=yes
PixelSelectionB
MaxDebris=7
MinDebris=5 ;minumum number of debris
DebrisTypes=
DebrisMaximums=3,4 ;maximum nummber for each type
Survivor.
Survivor.
Survivor.
;WEAPONS CODE:
[InfantryCapture]
Damage=100
ROF=35
Range=6.75
;MinimumRange=3
Speed=100
Projectile=
Warhead=
Report=
;IsRadBeam=yes
;IsMagBeam=yes
Abductor=yes
;Abductor.
Abductor.
IsLaser=yes
LaserInnerColor
LaserOuterColor
LaserOuterSprea
LaserDuration=50
[InfantryCaptureE]
Damage=200
ROF=20
Range=7.5
;MinimumRange=3
Speed=100
Projectile=
Warhead=
Report=
;IsRadBeam=yes
;IsMagBeam=yes
Abductor=yes
;Abductor.
Abductor.
IsLaser=yes
LaserInnerColor
LaserOuterColor
LaserOuterSprea
LaserDuration=100
[TimeErase]
Damage=10
ROF=5
Range=6.75
Speed=100
Projectile=
Warhead=ChronoPWH2
Report=
IsRadBeam=yes
Beam.Color=
Beam.IsHouseCol
Beam.Duration=35
Beam.Amplitude=200
[TimeEraseE]
Damage=20
ROF=1
Range=7.5
Speed=100
Projectile=
Warhead=ChronoPWH2
Report=
IsRadBeam=yes
Beam.Color=
Beam.IsHouseCol
Beam.Duration=50
Beam.Amplitude=250
__________________
I add the Syringe for checking.
My guess is that it has something to do with that many infantry not having enough space to appear all at once, and that the game engine doesn't know how to deal with it?
Changed in ares: | |
milestone: | none → 0.cp1 |
assignee: | nobody → AlexB (alexander-b) |
importance: | Undecided → Critical |
status: | New → Fix Released |
Is InfantryOnlyCaa pture a MindControl=yes weapon?