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 Unmanned Aerial Vehicles (B23 only) 
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Joined: Sun Mar 28, 2010 7:46 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Has anyone had the Air Fuel bomb crash Cortex Command? I'm on OS X 10.7, using the latest build (b23), the latest version of UAV (v6), and every time I release Air Fuel bombs from a UAV they start to detonate and then Cortex Command just abruptly crashes.

I have the crash log saved, if it's of use to anyone.


Sun Mar 28, 2010 7:55 pm
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
No, not yet, but it did some whacky stuff on my game though...
Like... flinging random actors around to the other side of the map, eventually making my bird crash cuz it hit me.


Mon Mar 29, 2010 6:01 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
I have never tested the mod on Mac OS, and the Windows version does not have a crash log (as far as i know) so I don't know if it will help debugging but please post it if you still have it.

This is what it should look like:
Image


Mon Mar 29, 2010 8:02 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Well, there is no such thing as MacOS 10.7, but there is 10.6.3.
The fuel-air bomb does crash my machine, though no other UAV does. I'll track down the error if I can, and get back to the thread.

EDIT
But not always. I've added print lines to all of the logic in the FAB's Lua.
Image
This is what I see when it crashes, it appears the final thing it does is Destroy(self).
That would be the lines:
Code:
if UAV.Ordnance then
      UAV.Ordnance[self.index] = nil
   end


Mon Mar 29, 2010 8:13 pm
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Thanks Phantom, that really helps. It looks to me like the problem is somewhere in the ini-definitions of the FAB because the cluster bomb use identical code. You could try to replace this line in the destroy function:
Code:
if UAV.Ordnance then

With this:
Code:
if self.index and UAV.Ordnance then


Tue Mar 30, 2010 7:15 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
No great way to write a one-sentance post saying "that does not work."
The crash happens right on the line
Code:
UAV.Ordnance[self.index] = nil


That and I can use the bomb by itself without crashing.


Tue Mar 30, 2010 7:27 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
So the cluster bomb and the Jericho work? And if you remove this line
Code:
UAV.Ordnance[self.index] = nil
the FAB does not crash?


Tue Mar 30, 2010 8:39 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Commenting the line out reduces the chances of it crashing, or so it seems. I have been able to drop numerous FABs with one UAV, and in four runs of five bombs each only one bomb crashed the game (the last one).
The Jericho missile works fine, I have no yet had it crash (with the suggested line substitution).

I am starting to think it might be the bomb itself, I guess I need to make a gun that shoots them to test that (and be awesome).


Tue Mar 30, 2010 8:59 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Will do. Thanks for the debugging help.


Tue Mar 30, 2010 9:33 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
I think it would be pretty cool if the MiniMap under the UAV could also show enemies and craft as little red dots or something aswell... I am in love with this mod though, going through grasslands with the 50 cal. attachment and blasting away intruders and tearing apart ships and rockets :D ... keep it coming!


Tue Mar 30, 2010 9:59 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Image
Made some tweaks to the FAB and added a weapon called FAB Test.

Coops9753 wrote:
I think it would be pretty cool if the MiniMap under the UAV could also show enemies and craft as little red dots or something aswell...
I did not add enemy markers to the minimap because I wanted the the F-version to be unique. It might be interesting to have a radar only capable of detecting ground targets on the upcoming I-version though.


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UAV_R6_Mac01.zip [437.91 KiB]
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Tue Mar 30, 2010 10:21 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
I have to saym, firing 100 FABs off of a tall tower such that they all land at once is probably the most fun thing I have done in CC in quite a while. However, there were no crashes in doing this.

I was also not able to crash it with the UAV-dropped version.
Whatever you did seems to have worked!
And now it's nearly 3am, so I'll sleep.


Tue Mar 30, 2010 10:42 am
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Post Re: Unmanned Aerial Vehicles (2010-01-15: New spawn method)
Great news. Thank you again for helping out!


Tue Mar 30, 2010 10:57 am
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Joined: Mon Mar 15, 2010 11:46 pm
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Post Re: Unmanned Aerial Vehicles (2010-03-30: Mac Fuel Air Bomb fix)
S-so, how do I get the game to lock onto the bombs dropped? I really wanna see if I'm even hitting anything, it's nearly impossible to detect apart from flying back and getting my tail flakked...


Tue Mar 30, 2010 3:46 pm
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Post Re: Unmanned Aerial Vehicles (2010-03-30: Mac Fuel Air Bomb fix)
So i managed to get into the Lua file and edited 2 things, the payload and droprate and i found out its ridiculously fun to do this...

Image

i really got that feeling of doing some sort of top secret Bomb run and thought it would be even more amazing if you added some kind of WMD like the Jericho or FAB but a little more powerful


Wed Mar 31, 2010 9:24 am
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