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Talk:Internal Error

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Revision as of 12:40, 26 July 2008 by Marshall (talk | contribs) (response)
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I've just added a new error reason with Eip. Testet that for hours to figure out the exact conditions that make it happen. --Bachsau 20:04, 20 May 2007 (CEST)


About warheads in the warhead list:

// This is not always true. I have well over 60 new warheads not listed
and everything works great. - Fenring

Note to note from Fen -For some reason, it gave me an IE when I didn't list my unit's WH in the list, listed it and it works fine --anon

Given that it is possible for new warheads to cause an IE if not placed in the warhead list, I have ammended the Internal Error causes list appropriately. --Marshall

My weapons never IEd when I didn't declare their new Warheads, however, it's bad coding practice and whatnot, so I advise people to always keep that list up-to-date. --DCoder

The link in the second footnote to c-gen doesn't work. Maybe someone diggs out this workaround or the note should be removed. --Gordon-creAtive 13:08, 29 July 2007 (CEST)

C-GEN? The second footnote points to CNCDEN. I do remember reading that post, but it indeed seems to have been removed. //DCoder 10:55, 30 July 2007 (CEST)

004145BD - Giving infantry a spawn weapon

AliG has told me that he has managed to give infantry spawn weapons successfully earlier. After looking at the code closer, it seems to actually be related to a corrupt HVA or Z-positioning issues (code is in AircraftClass::Draw() and tries to divide by something that looks like a HVA Z-value and crash is div by zero), not a spawn weapon. If anyone else can confirm or deny that such weapons work, it would be appreciated and information corrected. //DCoder 20:22, 16 February 2008 (CET)

My Known IE Causes

You guys probably already know these, and I'm not trying to be deliberately annoying or anything, but this is my first time on this page and can I add a few of my known Internal Error causes? I can't really prove them, but you can test it yourself if you don't believe me. I don't have an account on this Wiki.

- Creating a Trigger with an Action that references a TeamType that does not exist/you left that field blank. When Action is fired you will get an IE (this occured in RA2, not sure about YR).

- Using a Trigger to give a House loads of repeating Superweapons. (RA2)

- A Repeating Trigger giving an AI house several Robot Tanks, with a Script telling them to Patrol to a player's base. However, once that AI lost power/Robot Control Center, the Robot Tanks got stuck and once about 20+ Robot Tanks are stuck in that same spot I got an IE. (YR)

- YR 1.001, AI-controlled Magnetron attacking a building while simultaneously moving (I see a lot of this bug, how does the AI do it?), and once I center my view on that Magnetron, and the distance is about 20+ cells, I got an IE. (This has happened to me more than once)

- YR 1.001, AI-controlled Boris, using Flare on building while simultaneously moving. Got the range to about 12 cells long before I got an IE just for mouse-overing on the building.

- Setting Nuclear Missile warhead CellSpread= to a value more than 11. I think for any other WH as well.

- Giving a building a [Flare] weapon with Range= set to 99999, with the building's Autoacquire and Retaliate flags set to "true". On one time it caused extreme lag, the second time I got an IE.

I don't think these were listed on the page, and I must apologize that I haven't got the EIPs.

I think a lot of broken-reference Actions will cause IEs as well, but I can't be sure.


CellSpread>11 is already known (see IE page). For the others, it would be most appreciated if you could replicate these and make a note of the EIP value - you could then add these to the main page. I think the UMP fixes the issue of AI-controlled Magnetrons maintaining a beam beyond it's range - it would be great if you could confirm this (I know, confirming that something doesn't happen is tricky).
//Marshall 10:40, 26 July 2008 (UTC)