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[FIXED B925] Clone doesn't work for units that have had systems modified

 
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[FIXED B925] Clone doesn't work for units that have had... - 3/19/2017 2:02:30 AM   
AlexinCT

 

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Cloning a unit that had mounts and/or sensors changed results in a failed clone that can't be used and if saved corrupts the scenario. Is this change by design? Clone used to work before even in the case I mentioned.

< Message edited by emsoy -- 3/26/2017 11:48:27 AM >
Post #: 1
RE: Clone doesn't work for units that have had systems ... - 3/19/2017 1:45:25 PM   
mikmykWS

 

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Justed tested in 906.25 and was able to clone (Shift c) a unit just fine with sensor and weapons adds. I saved and went out and back in with no error.

Could you let us know what you added so we can try and replicate?

Thanks!

Mike

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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 2:31:35 PM   
orca

 

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Could this be the same issue I reported earlier? I cloned units after adding sensors and mounts and scenario wouldn't load.

I believe I cloned ammo and elint bunkers after adding various sensors, mounts, and mags including HQ-9, China type 1130, China 76mm PJ-26, and corresponding sensors.

http://www.matrixgames.com/forums/tm.asp?m=4252100

(in reply to mikmykWS)
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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 2:59:13 PM   
mikmykWS

 

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I don't think so.

In the case of rebuilding a scenario and a modified unit you should be using delta and ini files.

So you first capture the changes in the delta file and then copying them to the scenario ini. (I used find in notepad and the unit ID).

You then update the scenario and apply the updated ini.

Thanks

Mike

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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 3:45:38 PM   
orca

 

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Just noticed another post with a similar issue loading a scenario in case it helps to troubleshoot.

http://www.matrixgames.com/forums/tm.asp?m=4250019


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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 5:53:50 PM   
AlexinCT

 

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Actually Mike I am starting to believe this is the same issue orca reported or at a minimum all these items are related to the same problem. I have concluded that the previous issue I had reported around window sizing and my command.ini file producing the "object not set" error (which was incorrect) really all centered around this particular modified platforms issue.

I have several scenarios where I followed the example from this site - http://www.matrixgames.com/forums/tm.asp?m=3766341&mpage=1&key=cv18 - to modify and create a larger Chinese carrier that after that deep rebuild of the latest DB now all report that "object not set" error (either with or without the application of an SBR delta template).

I just confirmed this issue is replicated when using the clone functionality. I created a blank new scenario, added this edited carrier unit, and then cloned it. When I did that the cloned unit that was created was corrupted (you can't actually select that unit to do anything with it). Worse yet, if you save the scenario, whether you delete the unit or keep it there, you end up with that "object not set" error when you either try to edit or load it, basically destroying the scenario.

I have attached that test scenario here for your perusal.

Attachment (1)

< Message edited by AlexinCT -- 3/19/2017 5:55:25 PM >

(in reply to orca)
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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 7:05:28 PM   
mikmykWS

 

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Could you send me your ini files?

Thanks

Mike

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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 7:36:42 PM   
AlexinCT

 

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Which .ini files Mike? The ones for the scenarios I have that don't work and create an error? If that is what you are asking for I can do so. That test scenario I attached above has no .ini file though. I made the changes by hand then cloned the unit, and as I pointed out, I still ended up with the problem.

I am willing to provide any and all info if it can help you guys figure out what's going on, though. Let me know.

(in reply to mikmykWS)
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RE: Clone doesn't work for units that have had systems ... - 3/19/2017 11:36:37 PM   
mikmykWS

 

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Ok. Can you tell me what units you changed and what you added. Trying to test and see if I can replicate here.

Thanks

Mike

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RE: Clone doesn't work for units that have had systems ... - 3/20/2017 12:58:51 AM   
AlexinCT

 

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Mike,

I made the changes recommended by Rudd's post to create a Chinese carrier at the link I provided above. Basically I removed the 1975 J.F.K carrier's sensors and weapons and added the ones he recommended. Id d did them manually but he provided the following:

<?xml version="1.0" encoding="utf-8"?>
<ScenarioUnits>
<Unit_07737bcc-87e1-4e1b-bd94-23b52b4c195d>
<!--CV-18/19 (CVN 68 Nimitz [1637])-->
<MountAdd_2176>
<!--30mm China H/PJ-14 [Type 1130]-->
<Cov>
<Seg>PB1,PB2,PMF1,PMF2,</Seg>
</Cov>
</MountAdd_2176>
<MountAdd_2176>
<!--30mm China H/PJ-14 [Type 1130]-->
<Cov>
<Seg>SB1,SB2,SMF1,SMF2,</Seg>
</Cov>
</MountAdd_2176>
<MountAdd_2176>
<!--30mm China H/PJ-14 [Type 1130]-->
<Cov>
<Seg>SMA1,SMA2,SS1,SS2,</Seg>
</Cov>
</MountAdd_2176>
<MountAdd_2176>
<!--30mm China H/PJ-14 [Type 1130]-->
<Cov>
<Seg>PMA1,PMA2,PS1,PS2,</Seg>
</Cov>
</MountAdd_2176>
<MountAdd_2178>
<!--HQ-10 [FL-3000N, 18 rnds]-->
<Cov>
<Seg>PB1,PB2,PMA1,PMA2,PMF1,PMF2,PS1,PS2,</Seg>
</Cov>
</MountAdd_2178>
<MountAdd_2178>
<!--HQ-10 [FL-3000N, 18 rnds]-->
<Cov>
<Seg>PB1,PB2,PMA1,PMA2,PMF1,PMF2,PS1,PS2,</Seg>
</Cov>
</MountAdd_2178>
<MountAdd_2178>
<!--HQ-10 [FL-3000N, 18 rnds]-->
<Cov>
<Seg>SB1,SB2,SMA1,SMA2,SMF1,SMF2,SS1,SS2,</Seg>
</Cov>
</MountAdd_2178>
<MountAdd_2178>
<!--HQ-10 [FL-3000N, 18 rnds]-->
<Cov>
<Seg>SB1,SB2,SMA1,SMA2,SMF1,SMF2,SS1,SS2,</Seg>
</Cov>
</MountAdd_2178>
<MountAdd_2177>
<!--China Type xxx DL-->
<Cov>
<Seg>SB1,SB2,SMA1,SMA2,SMF1,SMF2,SS1,SS2,</Seg>
</Cov>
</MountAdd_2177>
<MountAdd_2177>
<!--China Type xxx DL-->
<Cov>
<Seg>SB1,SB2,SMA1,SMA2,SMF1,SMF2,SS1,SS2,</Seg>
</Cov>
</MountAdd_2177>
<MountAdd_2177>
<!--China Type xxx DL-->
<Cov>
<Seg>PB1,PB2,PMA1,PMA2,PMF1,PMF2,PS1,PS2,</Seg>
</Cov>
</MountAdd_2177>
<MountAdd_2177>
<!--China Type xxx DL-->
<Cov>
<Seg>PB1,PB2,PMA1,PMA2,PMF1,PMF2,PS1,PS2,</Seg>
</Cov>
</MountAdd_2177>
<MountAdd_401>
<!--RBU-12000 [UDAV-1]-->
<Cov>
<Seg>PB1,PB2,PMA1,PMA2,PMF1,PMF2,PS1,PS2,</Seg>
</Cov>
</MountAdd_401>
<MountAdd_401>
<!--RBU-12000 [UDAV-1]-->
<Cov>
<Seg>SB1,SB2,SMA1,SMA2,SMF1,SMF2,SS1,SS2,</Seg>
</Cov>
</MountAdd_401>
<MountRemove_16_1313 />
<!--Mk33 RBOC-->
<MountRemove_15_1313 />
<!--Mk33 RBOC-->
<MountRemove_14_1313 />
<!--Mk33 RBOC-->
<MountRemove_13_1313 />
<!--Mk33 RBOC-->
<MountRemove_12_499 />
<!--Mk25 BPDMS-->
<MountRemove_11_499 />
<!--Mk25 BPDMS-->
<MountRemove_10_499 />
<!--Mk25 BPDMS-->
<MountRemove_9_1308 />
<!--AN/SLQ-25 Nixie-->
<MountRemove_8_439 />
<!--7.62mm MG-->
<MountRemove_7_439 />
<!--7.62mm MG-->
<MountRemove_6_439 />
<!--7.62mm MG-->
<MountRemove_5_439 />
<!--7.62mm MG-->
<MountRemove_4_439 />
<!--7.62mm MG-->
<MountRemove_3_439 />
<!--7.62mm MG-->
<MountRemove_2_439 />
<!--7.62mm MG-->
<MountRemove_1_439 />
<!--7.62mm MG-->
<Mag_1_1315>
<!--7.62mm MG-->
<WeaponRemove_1415 />
<!--7.62mm MG Burst [20 rnds]-->
</Mag_1_1315>
<Mag_2_522>
<!--Carrier Magazine-->
<WeaponRemove_1864 />
<!--LA-610 TARPS Pod [IR + EO]-->
<WeaponRemove_1498 />
<!--Mk20 Rockeye II CB [247 x Mk118 Dual Purpose Bomblets]-->
<WeaponRemove_1688 />
<!--Mk46 LWT Mod 2-->
<WeaponRemove_1647 />
<!--Mk46 NEARTIP Mod 5-->
<WeaponRemove_1814 />
<!--Mk82 500lb LDGP-->
<WeaponRemove_1925 />
<!--Mk83 1000lb LDGP-->
<WeaponRemove_1839 />
<!--Mk84 2000lb LDGP-->
<WeaponRemove_1924 />
<!--GBU-16B/B Paveway II LGB [Mk83]-->
<WeaponRemove_1906 />
<!--GBU-12D/B Paveway II LGB [Mk82]-->
<WeaponRemove_1920 />
<!--GBU-10E/B Paveway II LGB [Mk84]-->
<WeaponRemove_381 />
<!--CBU-78/B GATOR [45 x BLU-91/B Bomblets + 15 x BLU-92/B Mines]-->
<WeaponRemove_715 />
<!--CBU-59/B APAM [717 x BLU-77/B Dual-Purpose Bomblets]-->
<WeaponRemove_1569 />
<!--B-61 Tactical/Strategic Bomb [340kT Nuclear]-->
<WeaponRemove_1567 />
<!--B-57 Multipurpose Surface Bomb [20kT Nuclear]-->
<WeaponRemove_1570 />
<!--B-57 Multipurpose Sub Bomb [20kT Nuclear]-->
<WeaponRemove_909 />
<!--AN/AVQ-10 Pave Knife Pod [EO + LRMTS, 12k ft]-->
<WeaponRemove_1870 />
<!--AN/ALQ-99D [ICAP-1] ECM Pod-->
<WeaponRemove_1861 />
<!--AN/AAW-9 Datalink Pod-->
<WeaponRemove_444 />
<!--AIM-54A Phoenix-->
<WeaponRemove_1841 />
<!--AGM-78D Standard [ARM]-->
<WeaponRemove_1862 />
<!--AGM-62B Walleye II ER/DL-->
<WeaponRemove_226 />
<!--AGM-45B Shrike [ARM]-->
<WeaponRemove_404 />
<!--AGM-84A Harpoon IP-->
<WeaponRemove_1401 />
<!--AIM-9L Sidewinder-->
<WeaponRemove_181 />
<!--AIM-7E2 Sparrow III-->
<WeaponRemove_1053 />
<!--AIM-9H Sidewinder-->
<WeaponRemove_150 />
<!--AIM-7F Sparrow III-->
<WeaponRemove_1766 />
<!--AGM-84C Harpoon IB-->
<WeaponRemove_615 />
<!--AN/ALQ-99C [EXCAP] ECM Pod-->
<WeaponRemove_431 />
<!--AIM-7E4 Sparrow III-->
<WeaponRemove_1664 />
<!--AGM-62B Walleye II-->
<WeaponRemove_1057 />
<!--AGM-62A Walleye I ER/DL-->
<WeaponRemove_1665 />
<!--AGM-62A Walleye I-->
<WeaponRemove_1104 />
<!--AIM-9G Sidewinder-->
<WeaponRemove_2089 />
<!--Mk65 Mod 0 Quickstrike [2000lb]-->
<WeaponRemove_2088 />
<!--Mk63 Quickstrike [Mk83]-->
<WeaponRemove_2086 />
<!--Mk62 Quickstrike [Mk82]-->
<WeaponRemove_2090 />
<!--Mk52 [1000lb]-->
<WeaponRemove_2091 />
<!--Mk55 [2000lb]-->
<WeaponRemove_2422 />
<!--Mk60 CAPTOR [Encapsulated Torpedo]-->
<WeaponRemove_1891 />
<!--Generic Buddy Store-->
<WeaponRemove_1404 />
<!--Mk82 500lb Snakeeye-->
<WeaponRecAdd_4379 />
<!--250kg GPB-->
<WeaponRecAdd_4381 />
<!--500kg GPB-->
<WeaponRecAdd_4989 />
<!--APR-3-->
<WeaponRecAdd_4610 />
<!--AS-17 Krypton C [Kh-31P, ARM]-->
<WeaponRecAdd_5897 />
<!--C-803K [YJ-83]-->
<WeaponRecAdd_4761 />
<!--PL-12-->
<WeaponRecAdd_4768 />
<!--PL-9-->
<WeaponRecAdd_4769 />
<!--PL-9-->
<WeaponRecAdd_4867 />
<!--S-8KO 80mm Rocket [HEAT]-->
<WeaponRecAdd_5011 />
<!--Yu-7-->
<WeaponRecAdd_6364 />
<!--30mm China H/PJ-14 [Type 1130, 500 rnds]-->
<WeaponRecAdd_6367 />
<!--Generic Flare Rocket [Single Spectral]-->
<WeaponRecAdd_3287 />
<!--Generic Chaff Rocket-->
<WeaponEdit_1581_1000 />
<!--250kg GPB-->
<WeaponEdit_221_400 />
<!--500kg GPB-->
<WeaponEdit_482_80 />
<!--APR-3-->
<WeaponEdit_276_40 />
<!--AS-17 Krypton C [Kh-31P, ARM]-->
<WeaponEdit_2137_80 />
<!--C-803K [YJ-83]-->
<WeaponEdit_1116_240 />
<!--PL-12-->
<WeaponEdit_29_240 />
<!--PL-9-->
<WeaponEdit_542_240 />
<!--PL-9-->
<WeaponEdit_1025_1280 />
<!--S-8KO 80mm Rocket [HEAT]-->
<WeaponEdit_534_80 />
<!--Yu-7-->
</Mag_2_522>
<Mag_3_430>
<!--Mk33 RBOC-->
<WeaponRemove_1278 />
<!--Mk171 RBOC Chaffstar Chaff-->
<WeaponRemove_1233 />
<!--RBOC HIRAM Flare-->
</Mag_3_430>
<SensorAdd_2116>
<!--China Type 346 PAR [HQ-9]-->
<Cov>
<Seg>PB1,PB2,SB1,SB2,</Seg>
</Cov>
<Cov_Ill>
<Seg>PB1,PB2,SB1,SB2,</Seg>
</Cov_Ill>
</SensorAdd_2116>
<SensorAdd_2116>
<!--China Type 346 PAR [HQ-9]-->
<Cov>
<Seg>SMA1,SMA2,SMF1,SMF2,</Seg>
</Cov>
<Cov_Ill>
<Seg>SMA1,SMA2,SMF1,SMF2,</Seg>
</Cov_Ill>
</SensorAdd_2116>
<SensorAdd_2116>
<!--China Type 346 PAR [HQ-9]-->
<Cov>
<Seg>PS1,PS2,SS1,SS2,</Seg>
</Cov>
<Cov_Ill>
<Seg>PS1,PS2,SS1,SS2,</Seg>
</Cov_Ill>
</SensorAdd_2116>
<SensorAdd_2116>
<!--China Type 346 PAR [HQ-9]-->
<Cov>
<Seg>PMA1,PMA2,PMF1,PMF2,</Seg>
</Cov>
<Cov_Ill>
<Seg>PMA1,PMA2,PMF1,PMF2,</Seg>
</Cov_Ill>
</SensorAdd_2116>
<SensorAdd_1167>
<!--China Type 381 Rice Screen-->
<Cov>
<Seg>360</Seg>
</Cov>
<Cov_Ill>
<Seg>360</Seg>
</Cov_Ill>
</SensorAdd_1167>
<SensorAdd_1916>
<!--Generic Navigation Radar-->
<Cov>
<Seg>360</Seg>
</Cov>
<Cov_Ill>
<Seg>360</Seg>
</Cov_Ill>
</SensorAdd_1916>
<SensorAdd_1916>
<!--Generic Navigation Radar-->
<Cov>
<Seg>360</Seg>
</Cov>
<Cov_Ill>
<Seg>360</Seg>
</Cov_Ill>
</SensorAdd_1916>
<SensorAdd_1593>
<!--Generic ESM [Advanced]-->
<Cov>
<Seg>360</Seg>
</Cov>
<Cov_Ill>
<Seg>360</Seg>
</Cov_Ill>
</SensorAdd_1593>
<SensorAdd_825>
<!--Generic DECM [Advanced]-->
<Cov>
<Seg>360</Seg>
</Cov>
<Cov_Ill>
<Seg>360</Seg>
</Cov_Ill>
</SensorAdd_825>
<SensorRemove_10_1139 />
<!--AN/WLR-1G-->
<SensorRemove_9_767 />
<!--AN/WLR-11-->
<SensorRemove_8_1040 />
<!--Mk51 [Mk115 MFCS]-->
<SensorRemove_7_1040 />
<!--Mk51 [Mk115 MFCS]-->
<SensorRemove_6_1040 />
<!--Mk51 [Mk115 MFCS]-->
<SensorRemove_5_1501 />
<!--Furuno-->
<SensorRemove_4_1481 />
<!--AN/SPS-48C-->
<SensorRemove_3_1621 />
<!--AN/SPS-43-->
<SensorRemove_2_1627 />
<!--AN/SPS-10B-->
<SensorRemove_1_3148 />
<!--AN/SPN-43A-->
</Unit_07737bcc-87e1-4e1b-bd94-23b52b4c195d>
</ScenarioUnits>

(in reply to mikmykWS)
Post #: 10
RE: Clone doesn't work for units that have had systems ... - 3/20/2017 1:12:51 AM   
mikmykWS

 

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Joined: 3/22/2005
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Yeah if you look at the first line its Nimitz that needs to be added with ID 1637. You can find the ID in the database viewer entry for the specific ship.

Mike

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RE: Clone doesn't work for units that have had systems ... - 3/20/2017 9:24:19 PM   
AlexinCT

 

Posts: 83
Joined: 10/31/2015
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Mike,

Hope you don't think I am being difficult, but I think you missed where I pointed out that I didn't use the template I linked (I linked that to provide the changes made, which involved removing all sensors and weapons on the Kennedy class 1975 carrier and adding in the differences shown in the template).

I made the changes by hand in the test scenario and still had the problem with cloning as well as saving the changes after that.

Alex

(in reply to mikmykWS)
Post #: 12
RE: Clone doesn't work for units that have had systems ... - 3/22/2017 5:19:54 PM   
mikmykWS

 

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Joined: 3/22/2005
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Ok was able to add Nimitz in an older database update database and then apply the ini file above with changes about successfully.

Likewise cloned that unit using shift + s and did the same with no issue.

There got to be something I'm not catching if this happens to you. Perhaps a 1.2.3. kinda list of your clicks might help ID the issue.

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RE: Clone doesn't work for units that have had systems ... - 3/22/2017 8:13:27 PM   
AlexinCT

 

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Mike,

Here is a blow by blow of all the different ways I went about this process to try and figure out what specifically it was that I did or didn't do, that could causes the issue:

These steps apply to either the clone attempt in a brand new scenario (with only 2 sides), or when I have done it in any other scenario, existing or new with additional content.

Here are the steps used when I add the carrier manually:

I add the 1975 JFK carrier
I access the platform's sensor dashboard (and uncheck the Unit Obeys EMCON setting to edit the content)
I clear out all sensors except for the Mk1 eyeball.
I then add each sensor from the template mapping it to the right zone
I then recheck the Unit obeys EMCON option and close out the sensor screen
I open the weapons dashboard and remove all weapons
I add each weapon mapping it to the right zone
I close out of the weapon dashboard when completed
I open up the magazines dashboard
I remove the magazines specific to the JFK weapons and add new appropriate ones
I close the magazine dashboard
I now edit the carrier's aircraft and add the aircraft I want
I then reopen the magazines dashboard
I edit the carrier magazine and load the weapons I need for my aircraft (I add weapons using the xx/10000 option)
I close out the magazine dashboard
I open the Aircraft dashboard and configure my aircraft based on weapons available and missions I want/need (not assigning weapons from magazine so those numbers remain intact)
I close out of that dashboard.
I save the scenario with the changes made

If I manually repeat the process and create another carrier from scratch, all is well (except for the time it takes). I can again save the scenario and all stays well. But if I clone the unit, I immediately see a problem.

The created clone, which happens without any issue being reported by the CMANO editor, shows up on my editor screen. But I can't select it (it gets focus, but I see the display of the unit I had previously selected on the right side bar) or interact with it, no matter what I do. I checked other units and could do things to them. I checked the original modified unit and could interact with its properties. I even added a new platform and interacted with it fine. But at any time if I go to the clone, it is an inert object and while I see I have a focus on it, the display is of the unit I had selected before selecting the clone. If I close the scenario and come back without saving after cloning, all is well (except the clone is gone). If I try to clone again, I get the same issues. And if I save the scenario with the bad clone in it, the scenario ends up corrupted.

I lost a bunch of scenarios I had created (to that corruption error where some object is not found) after I was told that updating to the latest DB version, without a deep rebuild, was why my Burke class vessels were immediately out of fuel after the most recent release. Unfortunately when I reapplied the DB update and chose to do a deep rebuild, every single scenario with modified platforms that also included a step where I cloned that platform, once updated with a template with the differences, when saved (I never got any errors doing any of these), got corrupted. I know this because I keep details of what I do so that if I ever need to recreate a scenario, I am not rebuilding it just from memory.

Note that worried that the issue was happening because I had done a DB update, then had needed to redo a DB update with a deep rebuild, and then had applied a template to get back the changes I wanted, I created a brand new scenario, at the current DB version. I then added the platform, made the changes (both from the template and manually, and cloned it. In both cases I had the problem there as well. When I saved it, the scenario got corrupted.

I also did this with another platform. I took the Dutch "De Zeven Provincien" class FFG, and replaced its sensors, weapons, and magazines to create an AEGIS FGG. As soon as I cloned that unit, I saw the same issues. I have so far not had this issue with units that don't have both sensors or weapons modified, and I clone units straight from the DB with no issues what so ever.

Also note that I verified I had gotten a complete update from Steam, and found nothing to lead me to believe that was not the case.

Thanks for your help with this.

Alex

(in reply to mikmykWS)
Post #: 14
RE: Clone doesn't work for units that have had systems ... - 3/23/2017 12:14:33 AM   
mikmykWS

 

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Nailed it thanks!

Sending info to devs.

Mike

< Message edited by mikmyk -- 3/23/2017 12:20:33 AM >


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Post #: 15
RE: Clone doesn't work for units that have had systems ... - 3/23/2017 10:25:43 PM   
AlexinCT

 

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Glad to be of help and thanks a ton for your patience with me in sorting this out sir!

Alex

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Post #: 16
RE: Clone doesn't work for units that have had systems ... - 3/23/2017 11:37:06 PM   
Rudd

 

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Kinda of off topic, but i think id use a generic carrier nowadays. I dont believe it was available back then. Good luck Alex

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RE: Clone doesn't work for units that have had systems ... - 3/26/2017 11:47:40 AM   
ComDev

 

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I've attempted a fix in B925, thanks!

Note that older SBR files with lots of deletes and inserts may have to be either re-created or manually altered if a component is deleted and then replaced with another that has the same index number (not Database ID number, DBID, which is a different thing altogether).

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Developer "Command: Modern Air/Naval Operations" project!

(in reply to Rudd)
Post #: 18
RE: Clone doesn't work for units that have had systems ... - 3/26/2017 12:07:32 PM   
ComDev

 

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Also, please try this:

1) Enable 'Debug logging' in the Option menu.
2) Reproduce the bad behaviour (starting with a fresh scenario, adjust platform, clone, save, and load)
3) Zip and attach here the log file saved to <CommandDir>/Logs/ExceptionLog.txt

That should allow us to see exactly what happens.

Thanks!

_____________________________



Developer "Command: Modern Air/Naval Operations" project!

(in reply to ComDev)
Post #: 19
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Tech Support >> [FIXED B925] Clone doesn't work for units that have had systems modified Page: [1]
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