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Internal Error/YR

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Revision as of 08:40, 13 December 2009 by DCoder (talk | contribs) (More info)
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List of known Internal Error EIPs for Yuri's Revenge 1.001

For more information on Internal Errors, see the Internal Error page.

EIP Category Cause
004145BD Art An AircraftType has a corrupted HVA.

Shows the file type as "unknown" in the XCC Mixer. Also an AircraftType has image tag missing or no artmd section.

00417D05 Weapon An AircraftType has fired a weapon which has Suicide=yes set.
004242DB Animation Using a TrailerAnim on an Animation but not setting a TrailerSeperation (or setting TrailerSeperation=0). This is because the default TrailerSeperation is zero, and that number is used as a divisor.
00424A14 Animation An Animation with MakeInfantry=X set was played, where X was greater than the number of list entries in AnimToInfantry or less than 0.
0042E7AF AI A Construction Yard does not have AIBuildThis=yes set and the owning side's AI was present in the game.
00441C28 Misc You have set [General]ShakeScreen= to zero.
004593BB Misc See Tank Bunker / Sell Unit IEs
0045EC90 Misc Multiple reasons, depending on the stack dump in the except:
  • If 00506115 appears near the top of the stack dump - some country (present in the game at the moment, controlled by AI) cannot build anything from [General]Shipyard=.
0045ED69 Misc The [General]PadAircraft= list is empty.
0045ED71 Misc The first AircraftType in the [General]PadAircraft= list doesn't have at least one BuildingType listed as its Dock.
0046650D Weapon A unit's shrapnel weapon does not exist (see broken-reference causes, below).
00471CA4 Weapon A unit's initial primary (Primary or Weapon1) weapon's Warhead does not have MindControl=yes set, but a weapon in some other weapon slot does. Triggered by one of the following events:
  • Unit was selected by the user and the user moused-over a potential target.
  • Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
  • An IFV or urban combat building gains a mind-control weapon via passenger entry or garrison.
004895C7 Warhead You have a warhead with a CellSpread greater than 11.
004D5108 Weapon A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. Examples:
  • The offending weapon is the unit's Secondary weapon, and the unit just finished constructing.
  • The offending weapon is the unit's EliteSecondary weapon, and the unit just got promoted to Elite status.
004F8CCD AI [AI]BuildConst= lists less than 3 BuildingTypes and your last [listed] Construction Yard was destroyed or sold while you were on low power, or you went into low power without owning any Construction Yards.
004F65BF Misc Some House cannot build anything from [General]BaseUnit= .
00505E41 Misc An AI-controlled House which, due to rules(md).ini configuration, is unable to construct a base, received a Construction Yard thus triggering the AI base planning routine. Triggered by the following events:
  • If a player's MCV was mind-controlled by an enemy, that player is killed, and the MCV is then released from mind-control to the neutral side. The only workaround is to make MCVs immune to mind-control (this is done in the UMP).
  • A neutral Engineer (there's an official multiplayer map that has neutral Psychic Sensors which, on rare occasions, can leave an Engineer as a survivor) captures a Construction Yard.

More detail: The AI base planning logic kicks in at the moment a player receives a Construction Yard and generates a plan of what buildings to build, in what order. However, the game makes an assumption that any country that can actually start base construction will be able to build at least 3 different BuildingTypes. When that assumption fails (a Construction Yard is received by the civilian house, who cannot build anything), everything goes haywire. For more info on how base planning logic works, refer to the AI Base Planning System article.
Interestingly, the civilian house acquiring a Construction Yard via relinquished mind-control (in the same way as for an MCV) does not cause an IE. Clearly this effect was not taken into consideration when mind-control was added to the engine and the AI base planning routine is only called when a Construction Yard is captured or is first created.

0050CD20
0050CD44
0050CD79
0050CDA2
0050CDCC
0050CDF0
0050CE14
0050CE38
0050CE5C
0050CEA2
0050CECC
0050CF15
0050CF2A
AI The AI is trying to pick a target for the Nuclear Missile or Weather Storm superweapon but is lacking target weighting values for a certain object that exists on the map. You need to uncomment/restore one of the [General]AIIonCannonXValue= lines.
00518369 Warhead An InfantryType is taking damage from a non-existant warhead.
00567B43 Object An Object has a negative sight.
005D7387 Misc Not having at least one valid InfantryType with AllowedToStartInMultiplayer=yes (default) for each house.
005DA453 Network A crash occurred with the network code around an object called FirewallHelper.
005F4F88 Animation An Animation has TiberiumSpawnType=SOME_OVERLAY and SOME_OVERLAY is one of the three last entries in [OverlayTypes].
Link to original report
005F5155 Misc You tried to construct a BuildingType with HasSpotlight=yes. Yuri's Revenge 1.001 doesn't support this, only patched versions do.
0062B662 Animation Having an animation with SpawnsParticle which does not point to a valid ParticleSystem (see broken-reference causes, below).
0062DCD2 Misc An overlay type with Explodes=yes set has been destroyed, random dice roll determined that the particle specified in BarrelParticle should be displayed, but that flag is blank.
0064003C Misc If you have a buildable Construction Yard, start its construction, and then cancel it, an IE will occur. Construction Yards should not be buildable - they should only be deployed from vehicles.
0065B73F Weapon You have a Weapon whose RadLevel is less than [Radiation]RadLightDelay=. (Cause: Integer division is performed on those two values, which yields zero in this case, and then another value is divided by the result - division by zero.)
0069ACC6 Map A PKT file's [MultiMaps] section declares a map which doesn't have its own section to define the parameters, or lacks the CD entry in the section.
006AEBB8 Misc Your ra2md.ini file lists a combination of game mode/map which the game cannot satisfy. This can happen if the range of valid combinations changes between one game session and the next (i.e. because you changed what maps were valid for which game modes in your mod, or you activated a different mod to the one that was active previously).

LaunchBase works around this by saving and restoring the game's configuration on a per-mod basis.

006B7D30 Object An object has a weapon with Spawner=yes, but it doesn't have Spawns=yes. The latter part is what tells the game to initialize the Spawn Manager for this unit when it's instantiated, the former part tells the game to try and access the Spawn Manager (and it doesn't check if it's been initialized properly).
006EA6AE AI/Map You coerced the game into creating an instance of a TeamType that is not defined, either through Map Triggers or through AI Script Actions.
006F1FC6 AI programming A TeamType has been defined without assigning it a TaskForce, or a TeamType is being referenced without being defined at all.
006F352E Weapon A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.
006F72EF Weapon A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.
006F40A2 Weapon Started construction of a unit whose Primary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank.
0070031E Weapon A unit has a weapon specified which does not exist in the INI (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. (Common reason - that unit just got promoted to Elite status and one of the Elite weapons is misdefined.)
00702330 Anim A building has missing or non-existing DebrisTypes. Like DebrisTypes=CRYSTAL1.
007120F7 Misc You have a BuildingType (which is click-repairable) with Strength=0 or Strength below [General]RepairStep=.
0071AF4D Warhead Detonating a Temporal=yes warhead under one of the following conditions:
  • Firing weapon was a shrapnel weapon.
  • Firing weapon was an urban combat weapon (fired from an occupied building).
  • Warhead has a non-zero CellSpread set.
0072652D Map There is a trigger in the map that wants to change a house's non-existant object to another house.
0073B0C9 Misc The concept known as "Infantry Linking" can result in an IE, occuring when the linked infantry was modified in a subsequent game mode override file or a map and a human player scrolls their battlefield view to a place on the map where an AI-owned War Factory is located. Don't do Infantry Linking.
0073C762 Art The artmd.ini entry specified by a Voxel-using VehicleType's Image tag is missing - the game defaults to Voxel=no in this case and attempts to load and draw a non-existant SHP.
00756B2D Art The specified ShadowIndex on a voxel VehicleType adresses a section that does not exist.
00772A98 Weapon A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.

Also reported to be due to "firing a weapon that has no projectile". This needs testing - missing projectile may be an alternative reason to all 'missing weapon' IEs.

007C9B92 Malformed input Multiple reasons, depending on the stack dump in the except:
  • If 006DD5D2 or 006DD009 appear near the top of the stack dump - Map contains a malformed Map Action, while parsing it, a number was expected, something else or end-of-line was found instead. Map Actions expect well-formed input.
  • If 00843EEC appears in the stack - RefinerySmokeOffsetThree is not set to a valid value.
007CAF66 Malformed input Multiple reasons, depending on the stack dump in the except:
  • If 0075DE19 appears near the top of the stack dump - A Warhead whose Verses could not be processed. EBP value says how many values remained to be parsed when an error occurred - (11 - EBP) is the 0-based index of the problematic value.
007CFD30 Misc - memory management If line 20 of the stack dump includes 61108B, and line 23 includes 610CA0, you are likely trying to use RockPatch's "Place Urban Areas" feature without applying the necessary snowmd.ini fix. Please check the RockPatch Help for more info.
Varies, stack dump starts with 0051BB7D Warhead A unit was being erased by a chrono weapon but the object that started the erase process no longer exists. When a unit is being erased, an instance of the TemporalClass is linked to it. This class references the object that is doing the erasing. If the object breaks the link under 'normal' circumstances (e.g. the firer is destroyed or moved) then the attack order is cancelled and the TemporalClass is removed. In some rare cases the link to the firer's TemporalClass is not removed and therefore points to garbage memory.

Examples of how the IE may occur:

  • Ore harvester with a chrono weapon started an attack but then transformed whilst unloading ore at a refinery before the target was destroyed. Don't give ore harvesters chrono weapons.
  • A vehicle was being erased but then got picked up by a carryall. This is very difficult to replicate - it has only been reported once.

The IE occurs when the unit would have been erased.

90900004 Misc Generic exception, for example, raised when you are missing the snowmd.ini median fix.