TonyE
Posts: 1551
Joined: 5/23/2006 From: MN, USA Status: offline
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Okay, figured it out, if the Kerry missiles (command guided) don't impact or miss before the Floggers are shot down, the crash occurs because a message to the player assumed the firing unit would still exist when the missiles lost guidance. Think about that logic for a minute and thank goodness there aren't more command guided weapons or lots of crashing would be happening. Here's the snipped from the release notes (yes, fixed and tested just now). HCE - 2007.026 ============== - Chg:2347 GE Game crashes when starting EC2003 scenarios without starting with full ordnance. (thanks Terminus) - Chg:0000 GE After firing command guided missiles, if the firing unit is destroyed before the missiles impacted, the game would crash due to a null value for sourceUnit. Fixed by adding a null check, say "Firing unit destroyed" as the name of firing unit if the firing unit is already gone. (thanks Krasny)
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Sincerely, Tony Eischens Harpoon (HC, HCE, HUCE, Classic) programmer HarpGamer.com Co-Owner
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