Debris anim in Lightning.Bolts= causes crashes

Bug #896059 reported by mevitar on 2011-01-29
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Medium
Unassigned

Bug Description

More precisely, setting a debris anim in the Lightning.Bolts= tag causes crashes when the "bolt" hits a building, but not if it hits an empty space, a unit or infantry. I suspect that this is somehow caused by the fact that debris anims don't spawn from cells occupied by buildings, but the game tries to draw a bolt there anyway.

Meteors (or any other debri anim spawning from the sky) work without any problems. Only anims that spawn from the ground cause a crash. Debris spawning from weapons and warheads are also free from this (perhaps the game makes some checks before spawning them?).

Didn't check other superweapons.

##### STEPS TO REPRODUCE #####
Set a debris anim in the Lightning.Bolts= tag. It has to spawn from the ground. Use the code below, or try using any animation with Bouncer=yes.

Elasticity=0.0
MinZVel=18.0
MaxXYVel=6.0
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=300
RandomRate=220,500
Bouncer=yes

##### ADDITIONAL INFORMATION #####
I will provide the crash data if necessary.

WoRmINaToR (worminator) wrote :

Wait, what? You set the superweapons to spawn debris in place of a lightning bolt or other regular animation? To be honest I am not surprised that caused a crash. Why would you want debris flying out from a storm cloud in place of any other bolt anim?

mevitar (mevitar) wrote :

I wanted to make a mobile beam animation. So yes, I needed debris for that. And although I can live without it, I decided it's better to report this anyway, since it seems LightingBolt SW specific.

Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: ft-superweapons, r985
Commit contains DLL: Yes
Revision comment:
Fixed issue #1458: Message.Detected and Message.Ready added.
Related to issue #1307: Added NBs mentioning existing chronoshift problems.
Related to issue #1382: Changed the way Chronoshift.AffectsUndeployable works. Added Chronoshift.ReconsiderBuildings.
Related to issue #1447: Added NB.

Super weapon lighting defaults to the scenario's values if set to -1.
SVN: http://svn.renegadeprojects.com/Ares/985

mevitar (mevitar) wrote :

Will this be "fixed"? If no, I guess it can be closed now since there's a note about it in the manual.

AlexB (alexander-b) wrote :

I could reproduce the issue, but i'm not certain how vital this is. For now, I merely added a note, but it might be fixed in a later release.

cranium (cranium) wrote :

Not really vital at the moment, but those who wish to produce a meteorStorm type SW using LightningStorm wont be able to do so. FS-21 claims it works for him, but I'm starting to doubt it seeing how all the rest of us who tried it, the game crashed.

FS-21 (jagarni1983) wrote :

To not create offtopic in this bug report, cranium, can you send to me a PM in the forum with your code to test it myself to detect what is wrong? We will finish more quickly.

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