New Chrono Sphere bug

Bug #896231 reported by Zero.Zone
10
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
New
Medium
Unassigned

Bug Description

New ChronoSphere logic will make those bugs.
1.Cause RE
In past versions,it must RE if I use it.For now much better,but it still cause RE.
2.Spotlight bug
Chrono a building with Spotlight will move the building,but the spotlight are still there.
3.Free Unit
Chrono a building with FreeUnit will make the unit second time,third,fourth...
4.Moving soldiers
Chrono a soldier while he was moving,will make he go back to the beginning place,then go to somewhere you want him,he can pass river,climb moutain in his nice trip.
5.Neutral tank
Chrono a neutral tank will make the tank moves to some places!Then go back.

##### ADDITIONAL INFORMATION #####
Well,it's not easy for me to post the codes now,my mouse isnt linked with my PC.
Here's my rulesmd,the SW is [AresNewChronoSpecial].

Revision history for this message
Zero.Zone (zero.zone) wrote :
Revision history for this message
AlexB (alexander-b) wrote :

Ares 0.2 will not allow buildings to chronoshift.

If the other bugs indeed happen, and our testers didn't find them, it's easier to just remove the entire Chronosphere.

Revision history for this message
Zero.Zone (zero.zone) wrote :

Thanks,but I like that feature...

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

how many human player are there when Chrono sphere cause RE?
btw, with RE, you mean this:
http://modenc.renegadeprojects.com/images/Recon.jpg
right?
The other messeges are not related to Ares.

Revision history for this message
Zero.Zone (zero.zone) wrote :

Yes.Always happened in 2 human players,but it also happened in more human players.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

Unable to reproduce any RE bug with chrono sphere

[RevalSpecial2]
UIName=NOSTR:Teleport
Name=Reval
IsPowered=true
RechargeTime=.1
SidebarImage=
;Type=ChronoSphere
Type=ParaDrop
Action=Custom
ShowTimer=no
DisableableFromShell=no
ParaDrop.Types=HTNK
ParaDrop.Num=5
ParaDrop.Count=5

[RevalSpecial]
UIName=NOSTR:Teleport
Name=Reval
IsPowered=true
RechargeTime=.1
SidebarImage=
Type=ChronoSphere
Action=Custom
ShowTimer=no
DisableableFromShell=no

SW.Range=10,10
SW.Anim=GUNFIRE
SW.AnimVisibility=team
SW.AffectsHouse=team
SW.AffectsTarget=infantry,buildings,units
SW.PostDependent=ChronoWarpSpecial
;Chronosphere.BlastSrc=NUKEANIM
;Chronosphere.BlastDest=VTEXPLOD
Chronosphere.KillOrganic=no
Chronosphere.KillTeleporters=yes
Chronosphere.AffectsIronCurtain=yes
Chronosphere.AffectsUnwarpable=yes
Chronosphere.AffectsUndeployable=yes
Chronosphere.ReconsiderBuildings=yes
Chronosphere.BlowUnplaceable=no

I used it maybe 15 times (and there was lots of units on the map(>80)), no RE.

Revision history for this message
AlexB (alexander-b) wrote :

Just a maintainance post:

1.Cause RE => most likely bug:1627
2.Spotlight bug => bug:1307
3.Free Unit => bug:1595
4.Moving soldiers => acknowledged
5.Neutral tank => acknowledged

Revision history for this message
Rogan (pdrogan) wrote :

The moving soldier bug still occurs in fatman 12.126.546

Revision history for this message
4StarGeneral (4stargeneral) wrote :

Soldier bug not occurring for me.
Free Unit bug not occuring for me.

New issue: Buildings now allow original owner to build next to it even if captured, after they have been Chronosphere'd.

Revision history for this message
Gluk-v48 (gluk-v48) wrote :

4.Moving soldiers
I get this error with the Amphibious vehicle.

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