Chrono prison release passengers crash

Bug #1232980 reported by Nemo Starem
6
This bug affects 1 person
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=NOSTR:Phantom Destroyer
Image=CHRNPRISON
Name=Chrono Prison
NoShadow=no
Category=AFV
Prerequisite=GAVEHI,GACSPH
Prerequisite.Lists=1
Prerequisite.List1=GAVEHI,GAROBO,GATECH

Primary=InfantryCapture
ElitePrimary=InfantryCaptureE

Secondary=TimeErase
EliteSecondary=TimeEraseE

DeployTime=.001
PipScale=Passengers
Passengers=20
PipWrap=5
SizeLimit=10
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport

BurstDelay0=1
DistributedFire=false
VHPScan=Strong
;NavalTargeting=3
;LandTargeting=1
considered

Strength=300
;SuppressionThreshold=250; damage below this amount won't suppress the parasite

Armor=immunelight
TechLevel=9
;Naval=no
Turret=yes
IsTilter=yes
SelfHealing=no
CrateGoodie=yes
Sight=9
SensorsSight=9
Sensors=yes
;RadarJamRadius=
;GuardRange=5
;DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=3
Accelerates=false
Owner=British,French,Germans,Americans,Israel,Contra,Alliance

Cost=1750
Soylent=875
BuildTimeMultiplier=1.45

Points=50
ROT=5

AllowedToStartInMultiplayer=yes

Crusher=yes
IsSelectableCombatant=yes
VoiceSelect=PrismTankSelect ;RobotTankSelect
;VoiceSelectDeactivated=RobotTankSelectDeactivated
CreateSound=ChronoCommandoCreated
VoiceMove=PrismTankMove ;RobotTankMove
VoiceAttack=ChronoCommandoAttackCommand ;PrismTankAttackCommand
VoiceSpecialAttack=ChronoCommandoSpecialAttack
VoiceFeedback=
DieSound=EinsteinDie
MoveSound=PrismTankMoveStart ;
;ActivateSound= RobotTankOnline
;DeactivateSound= RobotTankOffline
CrushSound=TankCrush
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;{55D141B8-DB94-11d1-AC98-006008055BB5} ;{4A582741-9839-11d1-B709-00A024DDAFD1}<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5}

MovementZone=Crusher ;Destroyer
;SpeedType=Wheel
ThreatPosed=40 ; This value MUST be 0 for all building addons
Weight=2.25
ImmuneToPsionics=no
Parasiteable=yes
Trainable=yes
Explodes=no
;AccelerationFactor=0.01
PhysicalSize=1
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=5

VeteranAbilities=STRONGER,FIREPOWER,FASTER
EliteAbilities=SELF_HEAL,GUARD_AREA,ROF,SIGHT

TooBigToFitUnderBridge=true
OpportunityFire=yes
CanPassiveAquire=yes

OmniCrushResistant=no
OmniCrusher=no
Crewed=yes

PixelSelectionBracketDelta=-15

MaxDebris=7
MinDebris=5 ;minumum number of debris
DebrisTypes=GEMS,TIRE ;types of debris
DebrisMaximums=3,4 ;maximum nummber for each type

Survivor.RookiePassengerChance=100
Survivor.VeteranPassengerChance=100
Survivor.ElitePassengerChance=100

;WEAPONS CODE:

[InfantryCapture]
Damage=100
ROF=35
Range=6.75
;MinimumRange=3
Speed=100
Projectile=InvisibleLowA
Warhead=InfantryOnlyCapture
Report=MagnetronAttack
;IsRadBeam=yes
;IsMagBeam=yes
Abductor=yes
;Abductor.AbductBelowPercent=101%
Abductor.Anim=ABDUCTDIE

IsLaser=yes
LaserInnerColor=1,1,255
LaserOuterColor=50,50,150
LaserOuterSpread=50,50,150
LaserDuration=50

[InfantryCaptureE]
Damage=200
ROF=20
Range=7.5
;MinimumRange=3
Speed=100
Projectile=InvisibleLowA
Warhead=InfantryOnlyCapture
Report=MagnetronAttack
;IsRadBeam=yes
;IsMagBeam=yes
Abductor=yes
;Abductor.AbductBelowPercent=101%
Abductor.Anim=ABDUCTDIE

IsLaser=yes
LaserInnerColor=1,100,255
LaserOuterColor=100,100,200
LaserOuterSpread=100,100,200
LaserDuration=100

[TimeErase]
Damage=10
ROF=5
Range=6.75
Speed=100
Projectile=InvisibleLowA
Warhead=ChronoPWH2
Report=ChronoLegionAttack

IsRadBeam=yes
Beam.Color=0,200,200
Beam.IsHouseColor=no
Beam.Duration=35
Beam.Amplitude=200

[TimeEraseE]
Damage=20
ROF=1
Range=7.5
Speed=100
Projectile=InvisibleLowA
Warhead=ChronoPWH2
Report=ChronoLegionAttack

IsRadBeam=yes
Beam.Color=0,255,200
Beam.IsHouseColor=no
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?

Revision history for this message
Nemo Starem (igal-igal) wrote :
Revision history for this message
Graion Dilach (graiondilach) wrote :

Is InfantryOnlyCaapture a MindControl=yes weapon?

Revision history for this message
Nemo Starem (igal-igal) wrote :

No, it's a normal warhead. The soldiers are still enemy when they emerge.
it does lack an "InfDeath=", but ince it's not supposed to ever do any damage and only capture. And I guess it has a default value anyways.

[InfantryOnlyCapture]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
ProneDamage=100%
Versus.exosuit=100%
Versus.ghost=100%

Revision history for this message
Graion Dilach (graiondilach) wrote :

Well, honestly speaking... the crash happened within the targeting code, just after a unit passed the mindcontrol check, and his controller being messed up.

AlexB (alexander-b)
Changed in ares:
milestone: none → 0.cp1
assignee: nobody → AlexB (alexander-b)
importance: Undecided → Critical
status: New → Fix Released
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