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Internal Error/UI

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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.


(Two BehavesLike in Ares 0.D is still available , but 0.E not .)

? 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=.


(Could not be reproduced thus far.)

? Calling for an animation that is not listed under [Animations] might trigger an IE.


(That can be caused by multiple issues at various EIPs.)

? Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.


(Does this really happen? Sounds more like the mix editor crapping up than simply "game should blow up because you changed stock files".)
Further more, why would anyone eschew the normal method of expanding the game. I don't see anyone testing/replicating this so I propose removing it from the list. //Marshall

006F3481 The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see broken-reference causes, below).


(Marshall retested this and found that the EIP for a missing secondary weapon is actually 006F352E (see above). Not sure what is meant by "you just selected" as the IE will occur the instant the unit is created/promoted. Please can someone else confim that EIP 006F3481 is incorrect and remove this entry if so. Although, it begs the question of where this EIP came from? - it was added by DCoder on 2008-03-04 (id 14195))

I'm sorry, I made a mistake analyzing that one. I saw it at C-GEN and analyzed it. But in fact it was caused by the ElitePrimary being wrong, not EliteSecondary. (Though 006F352E in your comment has "ElitePrimary" as the cause as well, I assume you meant 004D5108.) Just cause a certain EIP causes an IE, doesn't mean another EIP cannot cause an IE for the same reason - there are quite a lot of code paths in the game, and under certain circumstances the first EIP doesn't get hit.
I just reanalyzed the function which both these EIPs fall under, and I can say this: 006F3481 IEs if (Elite)Secondary is broken, 006F352E - if (Elite)Primary is. The function is responsible for selecting which weapon a unit should use against a certain target in idle mode, the EIP you reported above for (Elite)Secondary (004D5108) is correct, but is only hit if the unit is in Guard mode scanning for targets when promotion happens. [maybe this part should go off to a talk page?] //DCoder

(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.


I have tested this and couldn't get an IE to occur. Are there any specific circumstances that are required to trigger an IE on a map with CarryOverCap=0? Note that, in FA2YR, CarryOverCap defaults to zero so I would expect this IE to have been seen more often if it was really a problem. //Marshall

This setting applies when you progress from one campaign map to another. However, I now see that the default campaigns use 0, so there must be something else amiss. A quick investigation shows that this value is not divided by, so there shouldn't be an exception at all... Will contact Apollo who submitted this as the cause. //DCoder
? 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

Verified under a debugger - if a weapon exists and links to a warhead that does not, this will not cause an IE, warhead stats will simply remain defaulted. (In other cases, warheads should also remain defaulted but functional. I have not verified every warhead loading location now, but my applicable ini flags tables should indicate whether or not uninited objects cause issues.) //DCoder 12:44, 11 May 2008 (UTC)
? 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 OptionsShow 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.

Indeed it is not a true indication, EIP 00000000 can be acquired in several ways. If you can provide an except, I will be able to provide more specific details to look for, like in the case of 0045EC90 . //DCoder
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