Internal Error/YR
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 Template:TTL on an Animation but not setting a Template:TTL (or setting Template:TTL). This is because the default TrailerSeperation is zero, and that number is used as a divisor. |
00424A14 | Animation | An Animation with Template:TTL set was played, where X was greater than the number of list entries in Template:TTL or less than 0. |
0042E7AF | AI | A Construction Yard does not have Template:TTL 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: |
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 Template:TTL. |
0046650D | Weapon | A unit's shrapnel weapon does not exist (see broken-reference causes, below). |
00471CA4 | Weapon | A unit's initial primary (Template:TTL or Template:TTL) weapon's Template:TTL does not have Template:TTL set, but a weapon in some other weapon slot does. Triggered by one of the following events:
|
004895C7 | Warhead | You have a warhead with a Template:TTL greater than 11. |
004D5108 | Weapon | A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank. Examples:
|
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:
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. |
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 Template:TTL (default) for each house. |
005DA453 | Network | A crash occurred with the network code around an object called FirewallHelper. |
005F4F88 | Animation | An Animation has Template:TTL 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 Template:TTL. Yuri's Revenge 1.001 doesn't support this, only patched versions do. |
0062B662 | Animation | Having an animation with Template:TTL which does not point to a valid ParticleSystem (see broken-reference causes, below). |
0062DCD2 | Misc | An overlay type with Template:TTL set has been destroyed, random dice roll determined that the particle specified in Template:TTL 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 Template:TTL 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 Template:TTL 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 Template:TTL, but it doesn't have Template:TTL. 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 Template:TTL, or a TeamType is being referenced without being defined at all. |
006F352E | Weapon | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank, and that unit just got promoted to Elite status. |
006F72EF | Weapon | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL tag is missing or set to blank, and that unit just got promoted to Elite status. |
006F40A2 | Weapon | Started construction of a unit whose Template:TTL weapon does not exist (see broken-reference causes, below), or the weapon's Template:TTL 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 Template:TTL 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 Template:TTL or Template:TTL below [General]→RepairStep=. |
0071AF4D | Warhead | Detonating a Template:TTL warhead under one of the following conditions:
|
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 VehicleType's Template:TTL tag is missing. |
00756B2D | Art | The specified Template:TTL on a voxel VehicleType adresses a section that does not exist. |
00772A98 | Weapon | A unit has an Template:TTL weapon specified which does not exist (see broken-reference causes, below), or the weapon's Template:TTL 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:
|
007CAF66 | Malformed input | Multiple reasons, depending on the stack dump in the except:
|
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:
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. |