[Fixed] No weapons reload for a SUB (Full Version)

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gsalvar -> [Fixed] No weapons reload for a SUB (5/1/2021 11:12:23 AM)

When the S-80 sub tries to reaload harpoons in the tubes you marks the ticks in weapons windows but nothing happens.
If you open the magazine window of this unit you obtains hundreds of records and the program CMO stops working.
Seems that program can not read correctly the magazibe record for this unit. Other units works w/o problems.
Thanks

Version of the code 1147.22 (last beta published version)




KnightHawk75 -> RE: No weapons reload for a SUB (5/1/2021 5:31:14 PM)

Looks like a semi-corrupted save or something went wrong by modder.

Unit Name: 852
Unit Guid: f88b4544-6f5b-4802-8cf3-e38bb881ab22
magindex: 1 magweaponscount=15620
{ mag_capacity = 6, mag_dbid = 1006, mag_weapons = table, mag_guid = 'a7ed9d3d-b967-4557-a132-268139668c9f', mag_name = 'Romeo' }

Has 15,000+ weapon records for the mag, that's insane and no doubt could makes the gui lockup( though if you leave it for a long while it might come back). When you get above ~100+ per mag you may have issues, also really should not have more then 2-300 wpn records total in all mags on a unit, that's what "add 0/10000" record button is for when just wanting a higher count. Hell even just the lua query took like 10 minutes and locked the gui (but it did eventually come back), and that's not even creating all the controls the gui would need to.

--original #1 (can tell from cmano\pro guid format) 4/6 NT-37F
<WRec>	<ID>15c550d9-852e-42d9-9dd2-d758ca2e458a</ID>
	<DL>4</DL>
	<CL>4</CL>
	<ML>6</ML>
	<ROF>300</ROF>
	<WeapID>397</WeapID>
</WRec>
--original #2 (can tell from cmano\pro guid format)  2/6 UGM-84C Harpoon IB
<WRec>	<ID>2e7785b0-c0c2-4c44-a0ab-eb5544738a36</ID>
	<DL>2</DL>
	<CL>2</CL>
	<ML>6</ML>
        <ROF>300</ROF>
        <WeapID>1191</WeapID>
</WRec>
--Added ones empty 0/6 NT-37F
<WRec>	<ID>VSMRTV-0HM806PUOTCQO</ID>
	<DL>0</DL>
	<CL>0</CL>
	<ML>6</ML>
	<ROF>1</ROF>
	<WeapID>397</WeapID>
</WRec>
^^ duplicated 15618+ times.



Additionally the unit you comment on...
Unit Name: S-81 Isaac Peral [S-80A]
Unit Guid: VSMRTV-0HM8CHOQJUMA2
It had 171 extra wpn entries for it's S-80a mag (173 total). This loaded fine for me even though 173 is a bit excessive, but maybe it locks up for some, particularly if maybe you were playing for hours first. I couldn't repo that exact part (though I could repo basically what you describe on the first unit I mention - gui lockup).

How did this it happen? Hard to say. Either the modded scene author had a problem saving or and error during development, or ran a bad script when adding wpn records, or maybe a bad .ini was applied... or something went wrong in your own saving process and the code at some point that then caused it to make 15618 and 171 additional bad entries which got saved. Hard to say without the original file. I can say the original that ships with the game and updates doesn't have this problem.

I patched the save file up for you, attached is "(uralmod) Canarys Cage, 2005_khpatched2_post-5011931.zip"
it contains your original with the extra wpn records removed from the above units and no other changes.




AndrewJ -> RE: No weapons reload for a SUB (5/1/2021 6:15:48 PM)

It's not a corrupted save. It's the bug also reported here: https://www.matrixgames.com/forums/tm.asp?m=5000233


(And also here: https://www.matrixgames.com/forums/tm.asp?m=4986203
and here: https://www.matrixgames.com/forums/tm.asp?m=4990112 )




KnightHawk75 -> RE: No weapons reload for a SUB (5/1/2021 6:54:25 PM)

quote:

ORIGINAL: AndrewJ

It's not a corrupted save. It's the bug also reported here: https://www.matrixgames.com/forums/tm.asp?m=5000233


(And also here: https://www.matrixgames.com/forums/tm.asp?m=4986203
and here: https://www.matrixgames.com/forums/tm.asp?m=4990112 )


I see yikes, I don't think I noticed that part of the report and tuned out after things originally devolved.
Hopefully it gets addressed soon, quite the bug.

So from what you found, to avoid this disaster the work around atm would be to add a single one of 0/6 for his torps back so that there is room to unload, and then it doesn't start filling it up with extras, or does that only work for the minelaying mission part of what you discussed in #20 there?








AndrewJ -> RE: No weapons reload for a SUB (5/1/2021 7:14:11 PM)

I found that deleting a munition from the magazine, thus providing one munition worth of space, allowed it to work.

I just tried adding an extra empty weapons entries to the magazines, to give more space before the switch, but it didn't work. The false entries still accumulate.




KnightHawk75 -> RE: No weapons reload for a SUB (5/1/2021 9:55:03 PM)


quote:

ORIGINAL: AndrewJ

I found that deleting a munition from the magazine, thus providing one munition worth of space, allowed it to work.

I just tried adding an extra empty weapons entries to the magazines, to give more space before the switch, but it didn't work. The false entries still accumulate.


Darn it! Thanks for trying it though.




WSBot -> RE: No weapons reload for a SUB (5/3/2021 4:28:12 PM)

0014533




WSBot -> RE: No weapons reload for a SUB (5/3/2021 6:17:19 PM)

Fixed for the next update.




michaelm75au -> RE: No weapons reload for a SUB (5/12/2021 1:27:24 PM)

Fixed in build (1147.24)




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