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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 11-11-2003, 04:42 PM   #1 (permalink)
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Default Solving Internal Error (win my gratitude!)

Here's the IE :
I just added a boat a couple of hours ago, and whenever I CLICK on its cameo to build it, it gives me an IE... not even a building progression...
have any idea about that ??

FYI, there's 88 units in the vehicle section.
I also tried to add another unit (a ground vehicle this time), and np with it.
I checked the Naval=yes tag, the prerequisite, the movement zone/type, the art, etc... :/
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Old 11-11-2003, 05:41 PM   #2 (permalink)
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Code, please.
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Old 11-11-2003, 06:16 PM   #3 (permalink)
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If memory serves I got that kind of IE when trying to build a unit who is referencing a weapon that doesn't exist.
Or has a weapon that references a projectile or warhead that doesn't exist. Check your spellings.
It's probably one of those things but don't hold me to it.

I really should have made a list of all the IE's I've had and their causes/solutions.


/EDIT:
Ooh. had another idea. If you're parsing the weapon in a mode file but not in the main rules file that'll cause an IE. My mod now has three units specifically for parsing - each has 4 weapons to parse! :tard:

Also, check that you have put any new warheads in the warheads list.
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Old 11-13-2003, 10:24 AM   #4 (permalink)
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I've also gotten IE's with radiation levels on warheads before, and when i removed it from the warhead, it was fine.
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Old 11-13-2003, 03:15 PM   #5 (permalink)
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I had this once, but the weapon existed and there was nothing else wrong. Turned out the name of the weapon was too long. Apparently, the game will not read any section that has a name longer than 26 (I think) characters. So my weapon existed, but the game didn't recognise the section so the weapon was not read, so it didn't exist (if you still get me).
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Old 11-13-2003, 03:19 PM   #6 (permalink)
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Doesn't the game usually crash when the unit should be coming out of the building when the weapon fails?
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Old 11-13-2003, 04:46 PM   #7 (permalink)
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ImmoMan's right I had that problem once.

As for IE on emerge, yeah that happens with some weapon problems but with certain weapon problems it happens on start building.

Of course, IEs can occur at start build or emerge and there be nothing wrong with the weapons.
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Old 11-14-2003, 12:36 AM   #8 (permalink)
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Errr..
So, good news : prob solved.
And, bad news : I don't know exactly what caused the IE, since I wrote the code once again from the beginning. ( i must have done this 4 or 5 time).
But there may be chance that I simply mispelled the weaps when calling from Primary= . I doubt a little coz shouldn't the IE occur only when the unit'd fire ?

Quote:
Originally Posted by premier89
I've also gotten IE's with radiation levels on warheads before, and when i removed it from the warhead, it was fine.
may be true, coz I changed my boat's weap from a rad one to a classic explosive one.

Quote:
Originally Posted by ImmoMan
Apparently, the game will not read any section that has a name longer than 26 (I think) characters
I think it wasn't this thing that causes the prob, coz I usually use short names. But thx for this precision.

Quote:
Originally Posted by martyr
I really should have made a list of all the IE's I've had and their causes/solutions.
This is EXACTLY the purpose of this topic.
I wanted everyone to put their IE, so that we could make an "archive" of all possible IE, their reasons and how to solve them.
Hope it'll work

That's why I'm gonna retrieve my deleted files and compare them with the working files...
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Old 11-14-2003, 01:06 AM   #9 (permalink)
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Misspelling is a pain... but that's where my INI Checker comes in!
*points at signature*
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Old 11-14-2003, 07:15 AM   #10 (permalink)
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An IE cause/solution document would be a neat thing to have.
We should also try to determine Reconnection Error causes as these are just as annoying.
My first contribution: I think I've found the cause of the RE caused by DeeZire's Mine Layer (I made a similar one).
It's Invisible=yes on the land mines. Remove this and it no longer causes the error. I am presently trying to figure out a workaround for not having Invisible=yes on the land mines. Replacing it with InvisibleInGame=yes does not help as the RE still occurs. My present ideas for solutions are either a makeinfantry based mine layer or art based invisibility.
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