[1304.1] Mission bug

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DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

[1304.1] Mission bug

Post by DimiHendrix »

Look what happens when the event fires . The ships do not attack and start moving to nowhere without a course.
Battle for East-Med 1.rar
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chrispman
Posts: 160
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Re: [1304.1] Mission bug

Post by chrispman »

Which side, which mission, which event?
thewood1
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Location: Boston

Re: [1304.1] Mission bug

Post by thewood1 »

And where did this scenario come from? I can't find the original.
thewood1
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Re: [1304.1] Mission bug

Post by thewood1 »

chrispman wrote: Mon Jan 16, 2023 9:35 pm Which side, which mission, which event?
I assume its Gate 1, as the only event either side.
thewood1
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Re: [1304.1] Mission bug

Post by thewood1 »

Are there any TR surface ships?
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DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

There's only one event , watch at dardanelles strait the TF-2000 entering the event area and the mission that gets created when it does .
DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

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thewood1
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Re: [1304.1] Mission bug

Post by thewood1 »

But aren't those GR ships. The event states TR ships. I must have misread that.
thewood1
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Re: [1304.1] Mission bug

Post by thewood1 »

I see what happened when I ran it. It all happened so fast that I didn't see the GR ships kill the TR ship. I ran it this time and watched more slowly. Everything seemed to work as it should.

1) TR ship hits the event zone
2) Strike mission created
3) TR ship set as target of strike by lua
4) GR ships get a put into the strike mission by lua
5) TR ship hit by missile from multiple GR ships in strike mission
6) GR ships stop what are doing because no targets exist.
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thewood1
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Location: Boston

Re: [1304.1] Mission bug

Post by thewood1 »

Just ran it six more times and the TR ship is killed every time. There is a little delay once the TR ship hits the zone. I assume OODA.

The thing I found critical to watch is selecting the GR ship and see when the mission becomes active.
DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

It doesn't work like that for me. Are you on 1304.1? My behavior is that GR ships get a targeting vector but they never fire missiles they just start cruising to somewhere . Can you post a pic of mission WRA ?
DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

This time 1 ship fired 1 missile randomly ... (sorry for the slowness i m playing via remote desktop )

https://vimeo.com/790032182
thewood1
Posts: 10044
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: [1304.1] Mission bug

Post by thewood1 »

No changes to the scen you sent. Note 1304.1 version. I played it on single flame. Try that. I see little idiosyncrasies in double flame now and then.
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DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

thewood1 wrote: Tue Jan 17, 2023 1:06 pm No changes to the scen you sent. Note 1304.1 version. I played it on single flame. Try that. I see little idiosyncrasies in double flame now and then.

Screenshot 2023-01-17 080252.jpg
Tried single flame also.Did u see exocet WRA in my video? is it the same as yours?
thewood1
Posts: 10044
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Location: Boston

Re: [1304.1] Mission bug

Post by thewood1 »

I'm also running it from the editor. It might be worth it to remove lua from the equation and set the target from the start and see what happens.

edit: also check your side-level WRAs. I noted the mission has all inherited. The side looks like its set for the target's defense value of 4 Harpoons. So assuming thats what the mission is folowing.
DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

It works ok when i manually make the mission through GUI... so i guess it has to do with LUA
thewood1
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Re: [1304.1] Mission bug

Post by thewood1 »

I suspected that. The only reason I can see it working on my end is running through the editor changes how lua runs. I have seen this a couple times before, but very rarely and not for a couple years, where lua gives slightly different results in the editor and in the real game. I think it might have something to do with variable definition and scope.
DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

But i'm running it in the editor too. I 'll try separating mission creation and unit assignment . Maybe them running without delay between them causes an issue.
DimiHendrix
Posts: 64
Joined: Tue Jun 28, 2022 1:55 am

Re: [1304.1] Mission bug

Post by DimiHendrix »

YEAP , too fast unit assignment is causing some error . I assigned 1 unit instead of 6 and mission is working ok
thewood1
Posts: 10044
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: [1304.1] Mission bug [FIXED]

Post by thewood1 »

Odd that I don't see that. It must be the cycle differences between different machines.
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