Internal Error/UI
| EIP | Cause |
|---|---|
| 00494BCD | (Ares 3.0) A corrupted SHP image was drawn. Check mix files for any .shp files marked by XCC Mixer as 'unknown' under "type". |
| 1118A7A5 | Probably caused by trying to destroy a tag, but supplying the tag and not a trigger (FA2 offers Triggers, but I hand-typed a tag (among other things). Occams razor suggests this is the culprit. |
| 655B4A9C | (Ares 0.E) Setting a [ParticlePart] with 2 BehavesLike= simutaneously (for example , 'both Like=railgun' and 'Like=smoke' exist) may cause an EIP as above . Remove BehavesLike=railgun , and keep Like=smoke here in a [RailgunPart] to avoid this EIP and still gets a railgun with specific SHP-animation rail.
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| ? | Removing a building from the PrerequisitePower= list, while it exists in one of the (GDI/NODRegular/Third)PowerPlant= lists will cause an IE the moment any of your Power buildings get destroyed or sold as long as you own a Construction Yard. YR mods that remove Yuri's side from the game, should not remove YAPOWR from PrerequisitePower=.
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| ? | Calling for an animation that is not listed under [Animations] might trigger an IE.
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| ? | Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.
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| 006F3481 | The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see broken-reference causes, below).
(Just tested this a bit more and got several new EIPs for when the unit was promoted (added in this revision), can't seem to get any consistent results - will need to test this further. //Marshall |
| ? | Setting CarryOverCap=0. Default value is -1, positive values do not cause an IE.
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| ? | Warheads that are not listed under [Warheads] have been reported to cause an IE, although the exact details are not established. It is not neccessary for every warhead to be listed (for example, removing the Grand Cannon warhead from the list appears to have no effect on the game), however there is no reason not to list every warhead. Validity questionable - if someone can replicate this then please provide an except.txt.
Simply thinking about this, putting warheads on the list should guarantee their position in the internal array, so if there is anywhere that references warheads by internal array position then this is important. However, even if you change an existing weapon's warhead to a non-parsed one in a game mode file, you still won't get an IE because default warhead values will be used. Because of this, I'm starting to wonder if the reports of un-listed warheads causing an IE are erroneous. If someone can replicate this then please provide an except.txt //Marshall
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| ? | If a falling paratrooper (who has nearly reached the ground) is killed by an area-effect mutation weapon. Point based mutations seem to be okay (the falling paratrooper explodes) and the Genetic Mutator seems incapable of killing falling paratroopers. If you have an area-effect mutation weapon, you should ensure that all paratroopers are immune to it (this also means that you can't have a buildable paradrop plane and an area-effect mutation weapon in the same mod). |
| 00000000 | Placing two buildings on a map in the map editor so that they overlap, and then destroying or garrisoning one of them in-game. Note that this error is intermittent so may not immediately be noticeable. Use FinalAlert's Options → Show Building Outline feature to see the actual areas taken up by buildings, since there are some buildings whose foundation is different from their visual size, and make sure you don't have any buildings that overlap.
Given the unusual EIP value (all zeroes) that has been gathered from testing, it may be a corrupt EIP and not a true indication of the source of the error. Note that this EIP has also been gathered from other 'random-EIP' causes.
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| 004A2684 | Starting a game on any map concludes in a "unable to read scenario" error while loading. The cause of this is an empty uimd.ini file or possibly another empty ini file without any content.
//RaVaGe |
| 007564BD | Internal error when starting a game, possibly caused by attempting to load graphics from a corrupt mix file.
//RaVaGe |
| 404E0000 | Selectable=no on spawned AircraftTypes.
// Bbglas007 This error also occurs if there are overlapping structures and/or overlapping rubble on the map and units try to pathfind over them or one of the buildings is destroyed. Keep in mind that an existing building with Image=none (like for example a nuclear silo) still remains its Bib as it is read from art.ini. So if you give a [NUKE] Image=none it still remains its 3x3 Bib, which counts as an overlapping building. In general don't have overlapping buildings on your map. // DoctorEvil and ~ RAZER |
| 006E2449 | This error occurs when you fire Map Trigger Action #42 - Do explosion at...) at an undefined waypoint.
// DoctorEvil |