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Game crashes when Huntable units are outside the map boundaries (e.g. an aircraft flying in to drop reinforcements).
Not sure if this will happen in the base mods as reinforcement actors (e.g. BADR) don't have Huntable, so can probably be considered low priority. Have fixed in CA by removing Huntable from units likely to be outside map boundaries.
Could more broadly apply to units attempting to path to units outside the map for whatever reason?
The following test map can be used which crashes immediately, which simply adds Huntable to BADR, adds some AI flak trucks which are told to hunt, and calls some paradrops for the opposing team: http://www.darkademic.co.uk/uploads/testhuntable.zip
OpenRA engine version {DEV_VERSION}
Red Alert mod version {DEV_VERSION}
on map d5167845ef22b216bda82c03b37f606f0f411196 (TestHuntable by Darkademic).
Date: 2022-04-23 11:57:26Z
Operating System: Windows (Microsoft Windows NT 10.0.19043.0)
Runtime Version: .NET CLR 6.0.2
Exception of type `System.IndexOutOfRangeException`: Index was outside the bounds of the array.
at OpenRA.Mods.Common.Traits.Locomotor.CanMoveFreelyInto(Actor actor, CPos cell, SubCell subCell, BlockedByActor check, Actor ignoreActor) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Mods.Common\Traits\World\Locomotor.cs:line 222
at OpenRA.Mods.Common.Traits.PathFinder.FindUnitPathToTargetCell(Actor self, IEnumerable`1 sources, CPos target, BlockedByActor check, Func`2 customCost, Actor ignoreActor, Boolean laneBias) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Mods.Common\Traits\World\PathFinder.cs:line 91
at OpenRA.Mods.Common.Activities.Move.<>c__DisplayClass15_0.<.ctor>b__0(BlockedByActor check) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Mods.Common\Activities\Move\Move.cs:line 78
at OpenRA.Mods.Common.Activities.Move.EvalPath(BlockedByActor check) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Mods.Common\Activities\Move\Move.cs:line 108
at OpenRA.Mods.Common.Activities.Move.OnFirstRun(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Mods.Common\Activities\Move\Move.cs:line 123
at OpenRA.Activities.Activity.TickOuter(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Activities\Activity.cs:line 108
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Traits\ActivityUtils.cs:line 31
at OpenRA.Activities.Activity.TickChild(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Activities\Activity.cs:line 144
at OpenRA.Mods.Common.Activities.AttackMoveActivity.Tick(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Mods.Common\Activities\Move\AttackMoveActivity.cs:line 80
at OpenRA.Activities.Activity.TickOuter(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Activities\Activity.cs:line 108
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Traits\ActivityUtils.cs:line 31
at OpenRA.Activities.Activity.TickChild(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Activities\Activity.cs:line 144
at OpenRA.Activities.Activity.TickOuter(Actor self) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Activities\Activity.cs:line 108
at OpenRA.Traits.ActivityUtils.RunActivity(Actor self, Activity act) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Traits\ActivityUtils.cs:line 31
at OpenRA.Actor.Tick() in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Actor.cs:line 262
at OpenRA.World.Tick() in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\World.cs:line 428
at OpenRA.Game.InnerLogicTick(OrderManager orderManager) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Game.cs:line 622
at OpenRA.Game.LogicTick() in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Game.cs:line 637
at OpenRA.Game.Loop() in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Game.cs:line 802
at OpenRA.Game.Run() in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Game.cs:line 855
at OpenRA.Game.InitializeAndRun(String[] args) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Game\Game.cs:line 294
at OpenRA.Launcher.Program.Main(String[] args) in J:\Modding\OpenRA\Repositories\Darkademic\OpenRA\OpenRA.Launcher\Program.cs:line 32
The text was updated successfully, but these errors were encountered:
Game crashes when Huntable units are outside the map boundaries (e.g. an aircraft flying in to drop reinforcements).
Not sure if this will happen in the base mods as reinforcement actors (e.g. BADR) don't have Huntable, so can probably be considered low priority. Have fixed in CA by removing Huntable from units likely to be outside map boundaries.
Could more broadly apply to units attempting to path to units outside the map for whatever reason?
The following test map can be used which crashes immediately, which simply adds Huntable to BADR, adds some AI flak trucks which are told to hunt, and calls some paradrops for the opposing team: http://www.darkademic.co.uk/uploads/testhuntable.zip
The text was updated successfully, but these errors were encountered: