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    Error running OnDamage script in Entity

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    • Ctrl-KC Offline
      Ctrl-K
      last edited by

      checking for self is excessive

      “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
      — Steve Jobs.
      My UI Mods
      Support me

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      • R Offline
        Resin_Smoker @Ctrl-K
        last edited by

        @ctrl-k

        In most instances yes... Sometimes though it can't be helped, as its not 100% possible to death proof a script.

        Kykhu Oss https://youtu.be/JUgyGTgeZb8
        Unit Thrower https://youtu.be/iV8YBXVxxeI
        Beam Tentacle https://youtu.be/le5SNwHvC4c
        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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        • R Offline
          Rama @Resin_Smoker
          last edited by

          @resin_smoker

          The mod is AI Wave Survival. The script can spawn hundreds to thousands of units per wave, so the error shows for any type of units that can be spawned in a wave. I played one game that had over 8000 such errors before crashing after 1 hour in.

          The spawn script first runs

          unit = aiBrain:CreateUnitNearSpot(rspawn, posX, posZ)
          

          It checks if the unit was created, and if not, tries again using

          unit = CreateUnitHPR(rspawn, aiBrain:GetArmyIndex(), posX, terrainAltitude, posZ, 0, 0, 0)
          

          It then checks if the unit exists with the following code, before modifying things like the units health, veterancy, and damage.

          if unit and unit ~= nil and not unit.Dead then
          

          It then runs an attack script for each unit, which chooses a random target from a list, and issues orders where:
          pUnit = Random Target
          aUnit = Spawned Unit

          local pUnit = nil
            if Random(1, 3) <= 2 then
              if Random(1, 2) == 1 then
                pUnit = RandomEnemyUnitsLandDefenseList(self)
              else
                pUnit = RandomEnemyUnitsLandEconomyList(self)
              end
            else
              if Random(1, 3) == 1 then
                pUnit = GetClosestEnemyNearAntiNavy(self, aUnit)
              else
                pUnit = RandomEnemySubsForAntiNavyList(self)
              end		
            end
            if pUnit and not pUnit:BeenDestroyed() then
              IssueClearCommands({ aUnit })
              local VECTOR3
              local pUnitPos = pUnit:GetPosition()
              if Random(1, 8) <= 6 then
                IssueMove({ aUnit }, pUnitPos)
              else
                if Random(1, 4) <= 3 then
                  IssueMove({ aUnit }, pUnitPos)
                  WaitSeconds(Random(20, 60))
                  IssueClearCommands({ aUnit })
                end
                IssueAggressiveMove({ aUnit }, pUnitPos)
                WaitSeconds(Random(48, 78))
                repeat
                  WaitSeconds(12)
                  if aUnit:BeenDestroyed() or pUnit:BeenDestroyed() then
                    break
                  end
                  if Random(1, 12) == 6 then
                    break
                  end
                until pUnit:BeenDestroyed() or pUnit == nil
                WaitTicks(20)
                if aUnit ~= nil and not aUnit:BeenDestroyed() then
                  IssueClearCommands({ aUnit })
                end
              end
            end
          

          Actually writing out all the code, it looks like the error might be from having orders issued to units that may already be dead, as I forgot to add checks for when I have a delayed order.

          And what would be a faster way to check if a unit is dead or not, if I wanted to optimize the code a little?

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          • R Offline
            Resin_Smoker
            last edited by

            Units spawned may take 1-2 ticks before becoming fully initialized. In theory it should be instantaneous but I know from experience that it's not. Hence, it maybe nessisary to add a small delay between the request for the unit, and your checks to confirm its existence. While also placing a limit on the number of units spawned in at any given moment to keep the overhead down.

            Kykhu Oss https://youtu.be/JUgyGTgeZb8
            Unit Thrower https://youtu.be/iV8YBXVxxeI
            Beam Tentacle https://youtu.be/le5SNwHvC4c
            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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            • JipJ Offline
              Jip
              last edited by

              @Rama what other mods are you running? Your mod does not hook the unit class and there's no reference to GetArmy at line 5560 in the base game.

              A work of art is never finished, merely abandoned

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              • R Offline
                Rama @Jip
                last edited by

                @jip

                The modlist I was using when playing was:

                ACU Boost 1.5x (Increases all ACU stats by 1.5x)
                AI Wave Survival
                50% Air Crash
                All Factions Quantum Gate
                BlackOps FAF: ACUs
                AntiNuke 50% Cost
                Half Commander Upgrade Costs
                Hardened T1 Point Defense (Adds new T1PD with 4x health)
                Hive Engineering Stations for All
                No Friendly Fire
                Reclaim Turret
                Wreck Reclaim 33%
                1.3x Build Range

                And this would be the replay # with the crash, though I don't know if it is related to the error.
                #22741098

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                • R Offline
                  Rama @Resin_Smoker
                  last edited by

                  @resin_smoker

                  Units are spawned in batches, but there is no wait between when a unit is created and when it is checked if it is dead or not. One player likes to host games with waves as large as 3500 units spawned per wave. Adding a 1 tick delay on such waves would add up to 350 seconds to spawn the entire wave.

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                  • R Offline
                    Resin_Smoker @Rama
                    last edited by

                    @rama but have you localized the error yet?

                    Kykhu Oss https://youtu.be/JUgyGTgeZb8
                    Unit Thrower https://youtu.be/iV8YBXVxxeI
                    Beam Tentacle https://youtu.be/le5SNwHvC4c
                    Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                    Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                    • R Offline
                      Rama @Resin_Smoker
                      last edited by

                      @resin_smoker

                      Not yet! I did find a few things I could optimize, though.

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                      • R Offline
                        Resin_Smoker
                        last edited by Resin_Smoker

                        After re-reading all the above posts I was thinking... Rather than issue orders to unit, why not have the units retrieve or ask for orders? At least this way, they'd be alive and fully in play when orders are given.

                        Oh and those 3rd party mods just compound things as you've no way of knowing the source of the errors. Hooks, upon hooks upon merges that make the error log useless.

                        Kykhu Oss https://youtu.be/JUgyGTgeZb8
                        Unit Thrower https://youtu.be/iV8YBXVxxeI
                        Beam Tentacle https://youtu.be/le5SNwHvC4c
                        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                        • R Offline
                          Rama @Resin_Smoker
                          last edited by

                          @resin_smoker

                          I finally got around to running a test without extra mods enabled. Looks like the error is mod related. I would guess it is related to the No Friendly Fire mod, as that mod is the only mod that affects all the units.

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                          • R Offline
                            Resin_Smoker @Rama
                            last edited by

                            @rama but that's an assumption unless the log supports it.

                            Kykhu Oss https://youtu.be/JUgyGTgeZb8
                            Unit Thrower https://youtu.be/iV8YBXVxxeI
                            Beam Tentacle https://youtu.be/le5SNwHvC4c
                            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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