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Game crash when you put an A-10 attackbomber in a map (TD) #14324

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airetaM opened this Issue Nov 9, 2017 · 14 comments

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@airetaM

airetaM commented Nov 9, 2017

The A-10 bomber in in the mapeditor but doesnt work

OpenRA engine version release-20171014
Tiberian Dawn mod version release-20171014
on map b482172ac0696d5d76d4f0f83c9a97165378c23b (Jurassic Park 2 by Mr Mister).
Date: 2017-11-09 19:48:33Z
Operating System: Linux (Unix 4.4.0.21)
Runtime Version: Mono 5.4.0.201 (tarball Fri Oct 13 21:56:25 UTC 2017) CLR 4.0.30319.42000
Exception of type `System.InvalidOperationException`: Attempting to query the position of an invalid Target
  at OpenRA.Traits.Target.get_CenterPosition () [0x00051] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Mods.Common.Traits.AttackBomber.OpenRA.Traits.ITick.Tick (OpenRA.Actor self) [0x00012] in /home/travis/build/OpenRA/OpenRA/OpenRA.Mods.Common/Traits/Air/AttackBomber.cs:45 
  at OpenRA.World.<Tick>m__3 (OpenRA.TraitPair`1[T] x) [0x00000] in <adccc5d07c144774863d73ace7658d93>:0 
  at (wrapper delegate-invoke) System.Action`1[OpenRA.TraitPair`1[OpenRA.Traits.ITick]]:invoke_void_T (OpenRA.TraitPair`1<OpenRA.Traits.ITick>)
  at OpenRA.WorldUtils.DoTimed[T] (System.Collections.Generic.IEnumerable`1[T] e, System.Action`1[T] a, System.String text) [0x00022] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.World.Tick () [0x00100] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Game.InnerLogicTick (OpenRA.Network.OrderManager orderManager) [0x0020a] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Game.LogicTick () [0x00050] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Game.Loop () [0x000d6] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Game.Run () [0x00042] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Program.Run (System.String[] args) [0x00011] in <adccc5d07c144774863d73ace7658d93>:0 
  at OpenRA.Program.Main (System.String[] args) [0x0004f] in <adccc5d07c144774863d73ace7658d93>:0 
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GraionDilach Nov 9, 2017

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You need to create a duplicate without the AttackBomber trait - actors with such trait will crash the game if aren't called by an AirstrikePower.

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GraionDilach commented Nov 9, 2017

You need to create a duplicate without the AttackBomber trait - actors with such trait will crash the game if aren't called by an AirstrikePower.

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airetaM Nov 9, 2017

Ah yes that sounds reasonable i told the creator of the map he has to remove it.
Its not really needed on his map and i dont think he want to create custom rules because of it :-D
http://resource.openra.net/maps/23822/

airetaM commented Nov 9, 2017

Ah yes that sounds reasonable i told the creator of the map he has to remove it.
Its not really needed on his map and i dont think he want to create custom rules because of it :-D
http://resource.openra.net/maps/23822/

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MustaphaTR Nov 9, 2017

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Considering we can now make actors not shown on the editor by not giving them EditorTilesetFilter:> Categories: I guess we can remove A-10, Badger Bomber or Ornithopter from Map Editor to avoid placement of those by people who don't know that.

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MustaphaTR commented Nov 9, 2017

Considering we can now make actors not shown on the editor by not giving them EditorTilesetFilter:> Categories: I guess we can remove A-10, Badger Bomber or Ornithopter from Map Editor to avoid placement of those by people who don't know that.

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I guess we can remove A-10, Badger Bomber or Ornithopter from Map Editor to avoid placement of those by people who don't know that.

Sounds like a good idea. 👍

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abcdefg30 commented Nov 10, 2017

I guess we can remove A-10, Badger Bomber or Ornithopter from Map Editor to avoid placement of those by people who don't know that.

Sounds like a good idea. 👍

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array42 Nov 10, 2017

I saw that error too once. Does it also occur with a spy plane or only with those listed? I just removed all planes from the map.

array42 commented Nov 10, 2017

I saw that error too once. Does it also occur with a spy plane or only with those listed? I just removed all planes from the map.

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airetaM Nov 11, 2017

I just tested this a bit for RA
The Plane husks should be removed because they just explode at the start.
BADR.Bomber and spyplane will crash the game.
Normal Planes working well they can remain in mapeditor.
Should i create a new issue for that or is it okay with this comment?

airetaM commented Nov 11, 2017

I just tested this a bit for RA
The Plane husks should be removed because they just explode at the start.
BADR.Bomber and spyplane will crash the game.
Normal Planes working well they can remain in mapeditor.
Should i create a new issue for that or is it okay with this comment?

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Should i create a new issue for that or is it okay with this comment?

I think this comment is enough/okay.

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abcdefg30 commented Nov 11, 2017

Should i create a new issue for that or is it okay with this comment?

I think this comment is enough/okay.

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ResourceHog Nov 27, 2017

So is the preferred way of fixing this bug to remove the option to place an A-10, spyplane, and BADR.Bomber from being placed in the map editor?

ResourceHog commented Nov 27, 2017

So is the preferred way of fixing this bug to remove the option to place an A-10, spyplane, and BADR.Bomber from being placed in the map editor?

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Yes, and Ornithopter.

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MustaphaTR commented Nov 27, 2017

Yes, and Ornithopter.

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More generally speaking, we probably want a way either for the editor to detect actors that it shouldn't allow you to place or for actors to specify that they should be hidden from the editor's actor palette.

Semi-related, we probably want to fix

the AttackBomber trait - actors with such trait will crash the game if aren't called by an AirstrikePower.

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penev92 commented Nov 27, 2017

More generally speaking, we probably want a way either for the editor to detect actors that it shouldn't allow you to place or for actors to specify that they should be hidden from the editor's actor palette.

Semi-related, we probably want to fix

the AttackBomber trait - actors with such trait will crash the game if aren't called by an AirstrikePower.

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pchote Nov 27, 2017

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More generally speaking, we probably want a way either for the editor to detect actors that it shouldn't allow you to place or for actors to specify that they should be hidden from the editor's actor palette.

We have this already. Actors must explicitly opt into being shown in the editor by defining the EditorTilesetFilter trait.

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pchote commented Nov 27, 2017

More generally speaking, we probably want a way either for the editor to detect actors that it shouldn't allow you to place or for actors to specify that they should be hidden from the editor's actor palette.

We have this already. Actors must explicitly opt into being shown in the editor by defining the EditorTilesetFilter trait.

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GraionDilach Nov 27, 2017

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The best fix for AttackBomber would be to axe it completely in favor of chained attack activities - proof-of-concept https://github.com/AttacqueSuperior/Engine/blob/master/OpenRA.Mods.AS/Traits/SupportPowers/AirstrikePowerAS.cs - which would even give us working Ornithopters, but not sure how feasible that is in the middle of the current activity rewire - I haven't merged the Plane/Heli activity merge into AS yet to know how feasible it is on current bleed.

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GraionDilach commented Nov 27, 2017

The best fix for AttackBomber would be to axe it completely in favor of chained attack activities - proof-of-concept https://github.com/AttacqueSuperior/Engine/blob/master/OpenRA.Mods.AS/Traits/SupportPowers/AirstrikePowerAS.cs - which would even give us working Ornithopters, but not sure how feasible that is in the middle of the current activity rewire - I haven't merged the Plane/Heli activity merge into AS yet to know how feasible it is on current bleed.

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TilesetFilter sounds odd for the job, but OK.

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penev92 commented Nov 27, 2017

TilesetFilter sounds odd for the job, but OK.

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FrameLimiter Dec 5, 2017

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There's an open issue for renaming it: #13857

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FrameLimiter commented Dec 5, 2017

There's an open issue for renaming it: #13857

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