Shields+tp locomotor+Radiation causing RE
Closed this issue · 3 comments
Description
Description:
When using an infantry unit that has tp locomotor
{4A582747-9839-11d1-B709-00A024DDAFD1}
and
Teleporter=yes
and
Phobos shield
causes RE when playing multiplayer (via cncnet).
When an infantry unit is sitting on guard, in one place and it's attacked with radiation from any source it starts to scatter rapidly (thats like 1 frame = 1 jump) and causes a desync.
Solution:
1.) removing shield from that unit
(and/or)
2.) ImmuneToRadiation=yes
This bug can be reproduced using Brute Force v0.8.16 and was fixed in Brute Force v0.8.20.
Phobos version: Build 38
Ares version: 3.0p1
gamemd.exe from EA version, without any modiffications
Phobos Version
Build 38
Conditions to reproduce
using an infantry unit that has tp locomotor
{4A582747-9839-11d1-B709-00A024DDAFD1}
and
Teleporter=yes
and
Phobos shield
INI code
**All .ini files can be found in `expandmd71.mix` file.**
Unit setup and basic settings:
- rulesmd.ini
- heroicinfantry.ini
Shields:
- heroicshields.ini
Steps to reproduce
- Download this version of Brute Force mod
- Follow this
- Play the online game (atleast 2 players) vs Yuri AI
- Use map (debug kind of map recommended)
- Nuke Yuri's chronomonkeys with Nuke sw or Demodrop sw or Chrono with demotrucks, or whatever
I mean seriously, If you're intrested in this it will take no more than 2 minutes to make it ready to reproduce (if you're already able to test mp ofc).
Expected behaviour
- chrono units should just die from the radiation or strike back or scatter away from the damage source
Actual behaviour
- Chrono units starts to rapidly scatter in one place
- RE aka DC aka Desync
- No IE
- No errors in text debug logs
- does not break skirmish games
Additional context
I'm not sure what exactly causes that. I'm 99% sure that the described solution fixed the problem. Before fixing that we've been not able to finish any mp game, now we are not experiencing this bug no more.
I wasn't going to post it here, was asked by Kerbiter to do so.
Edit: Video for better context:
Checklist
- The issue happens on the latest official version of Phobos and wasn't fixed yet.
- I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
- I added a very descriptive title to this issue.
- I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).
- debug map to reproduce easier, just put into \Maps\Custom\
- place for player 1, zombie players 2,3
- place 1 AI Yuri players or more on preffered spots 7 and 8
- just nuke Yuri's base (best result with demodrop)
- desync will occur if you nuke chronomonkeys in yuri's base
Update: I forgot to mention that it occurs when playing via CnCnet, haven't tested via lan.
These changes fixed the issue completly (ignore spark particles)
Tested on: Brute Force 0.8.38