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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-08-2003, 03:45 PM   #1 (permalink)
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Default Cluster Bomb

I need help with creating a clusterbomb. I currently have the B52 drop a Daisy Cutter type bomb then release 4 GenericTankShells when it explodes. For some reason it crashes when the bigger bomb explodes.
Heres the crash log:
Release Crash at Thu Jun 05 18:43:26 2003
; Reason Uncaught Exception in GameEngine::update

Last error:
Exception is access violation
WinMain at 4017e0
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:00000004 was read from.

Stack Dump:
<Unknown>(-1) : <Unknown> 0x0062DAE0

Details:
Register dump...
Eip:0062DAE0 Esp:0012F5F0 Ebp:00000000
Eax:00000000 Ebx:00000000 Ecx:0012F604
Edx:0089AED4 Esi:1ABF14B8 Edi:1ABF14CC
EFlags:00010246
CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000
EIP bytes dump...

Bytes at CS:EIP (0062DAE0) : 8B 48 04 3B CD 74 05 E8 D4 F9 E1 FF 8A 88 F9 00 00 00 84 C9 75 59 8B 5F F4 39 6B 08 74 51 8B 4F


Current stack:


And heres my code in CommandButton.INI:
CommandButton Command_UKClusterBomb
Command = SPECIAL_POWER
SpecialPower = SuperweaponUKClusterBomb
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBAR:UKClusterBomb
ButtonImage = SACDaisyCutter
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipUKClusterBomb
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End

CommandButton Command_UKClusterBombFromCommandCenter
Command = SPECIAL_POWER_FROM_COMMAND_CENTER
SpecialPower = SuperweaponUKClusterBomb
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = OBJECT:UKClusterBomb
ButtonImage = SACDaisyCutter
DescriptLabel = CONTROLBAR:TooltipUKClusterBomb
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End

CommandButton Command_PurchaseScienceUKClusterBomb
Command = PURCHASE_SCIENCE
Science = SCIENCE_UKClusterBomb
ButtonImage = SACDaisyCutter
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End


Heres the code in ObjectCreationList.INI:
; ------------------------------------------------------------------------------------
; Creates a cluster of explosives
; ------------------------------------------------------------------------------------
ObjectCreationList OCL_UKClusterBombExplode
CreateObject
ObjectNames = GenericTankShell
Count = 4
Disposition = SEND_IT_FLYING
DispositionIntensity = 1.5
End
End

; -----------------------------------------------------------------------------
; UK Cluster Bomb super weapon
; -----------------------------------------------------------------------------
ObjectCreationList SUPERWEAPON_UKClusterBomb
DeliverPayload
Transport = AmericaJetB52
StartAtPreferredHeight = Yes
StartAtMaxSpeed = Yes
MaxAttempts = 1
DropOffset = X:0 Y:0 Z:-10
Payload = UKClusterBomb
DeliveryDistance = 140
DeliveryDecalRadius = 100
DeliveryDecal
Texture = SCCFuelAirBomb_USA
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 500
Color = R:255 G:0 B:0 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
End


Heres the code in Sciene.INI:
Science SCIENCE_UKClusterBomb
PrerequisiteSciences = SCIENCE_AMERICA
SciencePurchasePointCost = 1;5
IsGrantable = Yes
DisplayName = SCIENCE:UKClusterBomb
Description = CONTROLBAR:ToolTipUKClusterBomb
End


Heres the code in SpecialPowe.INI:
;-----------------------------------------------------------------------------
SpecialPower SuperweaponUKClusterBomb
Enum = SPECIAL_DAISY_CUTTER
ReloadTime = 360000 ; in milliseconds
RequiredScience = SCIENCE_UKClusterBomb
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
ViewObjectRange = 250 ; And how far it can see
RadiusCursorRadius = 100
End

Heres the code in FactionUnit.INI under the B52:
Behavior = OCLSpecialPower ModuleTag_12
SpecialPowerTemplate = SuperweaponUKClusterBomb
OCL = SUPERWEAPON_UKClusterBomb
CreateLocation = USE_OWNER_OBJECT
End


Heres the code for the ClusterBomb object in FactionUnit.INI:
;------------------------------------------------------------------------------
Object UKClusterBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:UKClusterBomb
EditorSorting = SYSTEM
TransportSlotCount = 10 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** AUDIO Parameters ***
SoundFallingFromPlane = DaisyCutterWeapon

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = CreateObjectDie ModuleTag_03
CreationList = OCL_UKClusterBombExplode
End
Behavior = FXListDie ModuleTag_04
;nothing
End
Behavior = DestroyDie ModuleTag_05
;nothing
End

Behavior = AIUpdateInterface ModuleTag_06
End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_07
Mass = 75.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 33 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
Behavior = HeightDieUpdate ModuleTag_08
TargetHeight = 50.0
TargetHeightIncludesStructures = Yes
End

Behavior = SpecialPowerCompletionDie ModuleTag_09
SpecialPowerTemplate = SuperweaponUKClusterBomb
End

Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 12.0

End


Please help :S
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Old 06-09-2003, 09:04 AM   #2 (permalink)
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bump!
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Old 06-09-2003, 02:03 PM   #3 (permalink)
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Come on someone must know?
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Old 06-09-2003, 02:28 PM   #4 (permalink)
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Let me get this right - what you want is to get a plane to drop a big bomb that 'fragments' into 4 smaller bombs in mid-air?

Ill have to look at your code in more detail but your stack and register dumps are pointing to ObjectCreationList.INI and FactionUnit.INI, everything else is fine.

What I think is the problem is the fact that youre using the GenericTankShell object for your smaller bombs - this object has the DumbProjectileBehavor module which renders it inappropriate for the use you have there - the mathematics involved would cause your crash.

Try making a new object that uses a HeightDie module and a FireWeaponWhenDead behavior instead.
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Old 06-09-2003, 02:40 PM   #5 (permalink)
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Ok, so if I understand correctly, you would have to use a NukeShell from the Nukecannon, and edit its settings for right damage effects, correct?
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Old 06-09-2003, 04:10 PM   #6 (permalink)
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Yup, something like that, without toying with it myself I couldnt say for sure but Phoibs idea sounds good
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Old 06-09-2003, 04:34 PM   #7 (permalink)
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Quote:
Originally Posted by DeeZire
your stack and register dumps are pointing to ObjectCreationList.INI and FactionUnit.INI, everything else is fine.
Could you share how you could tell that from the error log?
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Old 06-09-2003, 06:11 PM   #8 (permalink)
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Thanks a lot a lot guys. I had narrowed it down to the GenericTankShell by commenting out bits of code, but I had know idea why. Thanks DZ.
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Old 06-09-2003, 06:29 PM   #9 (permalink)
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Quote:
Originally Posted by Phoib
Ok, so if I understand correctly, you would have to use a NukeShell from the Nukecannon, and edit its settings for right damage effects, correct?
I tried using the exact NukeCanonShell for the smaller boms and it crashed as well. It uses the DumbProjectile behavior. Heres the crash log (probably the same :P ):
Release Crash at Mon Jun 09 20:52:44 2003
; Reason Uncaught Exception in GameEngine::update

Last error:
Exception is access violation
WinMain at 4017e0
Error code: EXCEPTION_ACCESS_VIOLATION
Description: The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Access address:0000004C was read from.

Stack Dump:
<Unknown>(-1) : <Unknown> 0x004AEAE0
<Unknown>(-1) : <Unknown> 0x04C84664
<Unknown>(-1) : <Unknown> 0x00521280

Details:
Register dump...
Eip:004AEAE0 Esp:0012A5AC Ebp:1715ED14
Eax:00000000 Ebx:00000000 Ecx:00000000
Edx:00000000 Esi:01661358 Edi:1715EB00
EFlags:00010246
CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000
EIP bytes dump...

Bytes at CS:EIP (004AEAE0) : 8B 41 4C 83 F8 06 74 05 83 F8 16 75 0F 8B 87 80 00 00 00 F6 C4 08 0F 85 21 01 00 00 6A 20 8B CF


Current stack:
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Old 06-09-2003, 09:11 PM   #10 (permalink)
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I got it to work using your tips Deezire. Thanks
I used:

Behavior = PhysicsBehavior ModuleTag_04
Mass = 30.0
AerodynamicFriction = 1 ; this is now friction-per-sec
ForwardFriction = 20 ; this is now friction-per-sec
CenterOfMassOffset = 1 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End

[EDIT]Never mind. I just made the mass=5 and gave it a disposition intensity of 2 in the OCL.INI[/EDIT]

Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = BombTruckDefaultBombDamage
StartsActive = Yes
End

Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End


If I made TargetHeightIncludesStructures does that mean it will collide with structures? Also do you think those are good physics for a tumbling bomb?
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