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    Error running OnDamage script in Entity

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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

        R 1 Reply Last reply Reply Quote 0
        • 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

          R 1 Reply Last reply Reply Quote 0
          • 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.

              R 1 Reply Last reply Reply Quote 0
              • 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

                R 1 Reply Last reply Reply Quote 0
                • 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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