You guys may remember that i used to be working on this mod called TSTW
I however kept getting IE's for a reason i could not explain. Very frustrating and it made me stop working on TSTW even
.
However recently TSHyper has explained to me what could be causing these errors. Upon testing this it appeared that he was right. The IE is now perfectly recreatable and
can also occur in unmodded Tiberian Sun. It occurs when the following happens:
CODE
1. A weapon using [i]WaveClass[/i] (both standard lasers and sonic beams) is fired in a southward direction. Note: this is not the isometric south, but the 'real world' south, in other words, pointing toward the bottom of your screen;)
2. The player scrolls the camera view vertically until the weapon using waveclass has to be clipped as it is moving offscreen.
3. An IE occurs in WaveClass. For Sonicbeams, you will find the following in except.txt: Eip:006703D4. For Laser weapons, it will be Eip:006717CB.
Possible workaroundReplace lasers by modified railguns. It will take some messing around, and it looks differently, and also comes with it's own bugs.
Here's the Mammoth Mk. II's railgun modified to look like a laser:
[MechRailgun]
AmbientDamage=1
; Better not have any real ambientdamage, or your base defenses will damage your own units and buildings.
Damage=200
; Use damage just like you would for a normal laser
ROF=60
; ROF for railgun is tied to the duration (MaxEC) of the railgun particle. Since railguns will always have some particles that willt ake time to disappear, the actual ROF can never me faster than the MaxEC.
Range=8
Projectile=Invisible
; Can be anything you like, as long as it doesn't have an image.
Speed=100
; Leave the speed at 100
Warhead=RailShot
; Can be anything you like
Report=RAILUSE5
Anim=GUNFIRE
IsRailgun=true
; This is crucial
AttachedParticleSystem=LargeRailgunSys
; This too
[LargeRailgunSys]
HoldsWhat=LargeRailgunPart
BehavesLike=Railgun
SpiralRadius=3
; Decreased from 15 to 3. This makes the particles from the railgun appear in a much thinner line.
ParticlesPerCoord=.03
; Decreased from 0.1 , We don't want so many particles to show up
SpiralDeltaPerCoord=.03
MovementPerturbationCoefficient=.4
; Not sure what this does
PositionPerturbationCoefficient=30
; Not sure what this does
VelocityPerturbationCoefficient=.6
; Not sure what this does
Laser=yes
; The mammoth railgun actually had a laser showing in the middle already, but we need to change it's colour.
LaserColor=255,10,10
; Used to be 25,20,255, this is Red,Green,Blue for laser color. Changed to Red
[LargeRailgunPart]
BehavesLike=Railgun
MaxEC=70
; The speed of the particles disappearing! Very import, this was decreased from 70 to 30 to allow a higher ROF
ColorList=(255,50,50),(200,200,255)
; The colour of the particles. I think the starting colour should be close to the laser's actual colour, which was 255,10,10. After that, it changes to a bluish white.
ColorSpeed=.009
; Unchanged
Velocity=.3
Problems with this workaroundFor charging laser weapons such as the obelisk, the charging animation doesn't show up anymore. This means that the obelisk will instantly fire on an enemy objects as soon as this object enters the obelisk's firing range. I'm currently trying to solve this problem.
Please contact me on msn if you need me for anything, thanks.