[...]One last thing I'd like to add as note: IF YOU ARE PLAYING THE NO-POP CAP MODE AND YOUR GAME CRASHES, YOU SHOULD NOT BE LOOKING FOR TECH SUPPORT FROM US, BECAUSE WE DO NOT GIVE SUPPORT FOR THAT VARIANT OF THE GAME.That game-type was included due to popular demand, and since CoH Essence engine cannot support the stress of handling too many objects regardless if you use vanilla factions or not, specially if you are fighting against AI(regardless of faction) we can't do anything about it.
Hello! Sorry for my english, but because I'm writing a large text, I will use google translayte. Just say, that I have modified the Eastern Front, added units, abilities and races. During the game, the error is: "Fatal error, execution is impossible." It occurs when the AI uses a greyhound or staghaund and he is under fire by AT-gun, and the technique does not see the AT-gun, because damage radius AT-gun more review machine and technology does not see it. In logs I found the line: "ERROR - Player 1005 AITactic AIVechicleTactic failed to call filter TacticFilter_TeamWeapon_Quick_Vehicle" (ailog), "Squad * can not be nil!" (scarlog) and "23: 46: 13.25 LuaException :: ThrowMessage - Invalid parameter 1 (type expected = Squad *, received = nil) in function Squad_GetPosition 23: 46: 13.26 GAME - SimulationController :: Pause 0 "(warnings)Through the Corsix's Studio I opened aitactics and found the function: Quotefunction TacticFilter_TeamWeapon_Quick_Vehicle (squad) --Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns --This Filter determines if its a team weapon, and whether the personality files allow it if (not s_personality.tankmove_tactic_strafe_weapon_teams) then return false end return SquadIsInFront (sim_squad, target_squad) end I added the processing parameters to nil:Quotefunction TacticFilter_TeamWeapon_Quick_Vehicle (squad) --Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns --This Filter determines if its a team weapon, and whether the personality files allow it if (not s_personality.tankmove_tactic_strafe_weapon_teams) then return false end if (sim_squad == nil) then return false end if (target_squad == nil) then return false end return SquadIsInFront (sim_squad, target_squad) endI played test game and all works correct. Have I done the right thing? What do you see about this?P.S. Logs in attach.
function TacticFilter_TeamWeapon_Quick_Vehicle (squad) --Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns --This Filter determines if its a team weapon, and whether the personality files allow it if (not s_personality.tankmove_tactic_strafe_weapon_teams) then return false end return SquadIsInFront (sim_squad, target_squad) end
function TacticFilter_TeamWeapon_Quick_Vehicle (squad) --Robotnik: Quick tanks should circle around and hit the rear of team weapons, especially AT guns --This Filter determines if its a team weapon, and whether the personality files allow it if (not s_personality.tankmove_tactic_strafe_weapon_teams) then return false end if (sim_squad == nil) then return false end if (target_squad == nil) then return false end return SquadIsInFront (sim_squad, target_squad) end