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地图发生错误怎么办?eip表

本帖最后由 moren 于 2020-8-12 20:56 编辑

在红色警戒2地图制作的时,真正熟练掌握了地图制作后,最大的问题将会是面临数不清的无论热门还是冷门的错误和限制,学会纠错,建立自己的Debug意识,将是从入门跨入进阶的一个重要转变。

地图制作作为一个可视化的浅层级编程操作,和高级别的编程拥有一定共性,调试就是一个最大的共性。因为制作者自身的错误,和游戏本身的一些漏洞和BUG,我们制作出的地图如果较为复杂,将有很大可能导致错误,作为一个合格的地图制作者,要尽可能的在制作阶段找到并修复或规避这些错误,而不是等着发布后让玩家体验极差后再反馈回来。

Internal Error简称为IE 是内部错误



针对原版Debug和Ares平台下的Debug,通常有不同的纠错方式,纠错在RA2Modder之间俗称为“抓虫”。

我们可以猜猜bug在哪个时间发生的,比如禁用某些触发就不会IE了,那就是这个触发错了,要是一建造就出错,看看单位武器有没有错,某个超级武器发射就出错,检查下超级武器有没有问题,这些检查在是否在发生特殊事件之前立即发生了错误
另外,我们建议做一些就测试一下,这样比较容易找到IE,因为你记得你最新修改了什么,比如我写了个错误的触发,就立马去测试,而不是继续写,如果继续写,你要在好几个触发里面找到错误原因,而立马去测试就可以减少查错的工作量
总之,这就是手工查错,基本上很多IE是可以用这个办法查出来的,这个也是最好的差错办法

大多数情况下,IE将会生成一个EXCEPT_CNCNET.TXT的文件,ares平台是生成在debug文件夹里面,找到日期,就可以了



原版平台的IE发生




ares平台下的IE






在它们发生后,游戏的根目录就会生成一个叫EXCEPT_CNCNET.TXT的文件
这个文件就是用来给开发者提供Debug的参考,但是通常情况下这个Debug提供的信息相当模糊,或者压根无效。
ares平台是生成except.txt在debug文件夹里面
ares平台相对更好查错
ares平台的查错机制
except.txt可以附带产生时间来防止现有的except.txt被覆盖。

ARES会让你选择是否产生崩溃转储文件来帮助确定导致错误的原因.该文件将被存储在一个调试在游戏主目录的文件夹(debug),请注意,崩溃转储文件是非常大的。
如果你打开调试日志记录(见命令行参数和调试记录)然后游戏会产生debug.log文件在上述调试文件夹,像except.txt,该文件将包含在文件名中的一个时间戳。日志文件可能包含有用的信息用于帮助诊断问题与您的地图或ARES本身。
这样ARES就能告诉你是什么导致了IE。


我们打开那except文件,然后搜索EIP,然后查找那个值

看到eip:xxxxxx的那个东西了吗,这就是就是常用的错误类型判断代码,也就是我们常说的EIP查错法。
EIP的类型有非常非常多,以至于绝大部分的EIP实际是没有现有范例用来判断到底具体是那个地方出现了致命错误导致了游戏崩溃,除非你和AlexB,Zero Fanker或者老哈这样的相关方面专家非常熟悉,直接给他们except文件就可以知道你的IE原因
除此之外,对于冷门的EIP值,恐怕将成为不解之谜。
不过我整理了一些已知的eip,供参考
回帖我会发布这些eip和对应的错误
用Ctrl+F即可搜索

表里面有些是有英文的,如果你觉得翻译错误的话可以自己理解英文

好了我们再讲另一个错误,叫[size=1.8em]Reconnection Error([size=1.8em]重新连线错误[size=1.8em]) 简称RE
这家伙是IE的近表亲,这家伙只在多人游戏里面出现
当玩家数据变得不同步或某些东西中断了人类玩家之间的连接时,将发生重新连接错误。
用了某些触发可以导致此错误,新版地图编辑器的这些触发说明写了,这些触发容易导致RE
玩家使用第三方程序(作弊)可能会导致重新连接错误(有时是故意引起的
使用第三方补丁程序也可能会这样
并非游戏中的所有人类玩家都安装了相同版本的游戏,这情况在战网似乎不存在
地图的单位太多,这种情况比较经常发生一些长时间多单位的防守图里面.


这种错误具有偶然性,不确定性,就是看脸的
在官方地图也可以发生这样的错误,所以你地图发生这样的错误时,尝试换一批玩家,再游戏,看看还会不会发生此错误
再看看是不是固定时间段发生的,如果都没事,说明说明你地图没问题
他发生错误后也会生成一个叫做[size=1.8em]SYNCx.txt的文件,x表示数字
但是这种文件不像except文件,他不能给你有用的帮助,除非你熟悉游戏引擎的源代码,否则是不能从他获得一些帮助的


好了讲完了 如果有兴趣就加下我的qq群讨论下qwq 993510433




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以下是YR1.001以及基于1.001的NP的EIP表
YR1.000和RA2不适用

004145BD  Art  An AircraftType has a corrupted HVA. Shows the file type as "unknown" in the XCC Mixer. Also an AircraftType has image tag missing or no artmd section. This could also be caused from an aircraft with no name under AircraftTypes or the name is in the wrong section.

某飞机的素材没HVA或损坏,忘记写image或者没ART,或者注册错地方

00417D05  Weapon  An AircraftType has fired a weapon which has Suicide=yes set.  
某飞机发射了suicide武器

004242DB  Animation  Using a TrailerAnim on an Animation but not setting a TrailerSeperation (or setting TrailerSeperation=0). This is because the default TrailerSeperation is zero, and that number is used as a divisor.  
有TrailerAnim 没TrailerSeperation,或TrailerSeperation=0



00424A14  Animation  An Animation with MakeInfantry=X set was played, where X was greater than the number of list entries in AnimToInfantry or less than 0.  
基因突变的动画找不到对应的步兵序号或小于0
0006D486
基因突变的动画写的MakeInfantry大于AnimToInfantry实际允许的最大数目

0042E7AF  AI  A Construction Yard does not have AIBuildThis=yes set and the owning side's AI was present in the game.  
基地没AIBuildThis=yes,给了AI

00441C28  Misc  You have set [General]→ShakeScreen= to zero.  
您已将[AudioVisual]→ShakeScreen =设置为零。

004593BB  Misc  See Tank Bunker / Sell Unit IEs  
超武的鼠标动作设定了SellUnit,然后卖了一个坦克碉堡里的坦克

0045EC90  Misc  Multiple reasons, depending on the stack dump in the except:
If 00506115 appears near the top of the stack dump - some country (present in the game at the moment, controlled by AI) cannot build anything from [General]→Shipyard=.
AI的某国没有船坞

0045ED69  Misc  The [General]→PadAircraft= list is empty.  
PadAircraft表空的

0045ED71  Misc  The first AircraftType in the [General]→PadAircraft= list doesn't have at least one BuildingType listed as its Dock.  
PadAircraft的第一个灰机必须有一个机场

0046650D  Weapon  A unit's shrapnel weapon does not exist (see broken-reference causes, below).  
溅射子武器不存在相关内容
不过当单位的death weapon属性中填了一个不存在的武器,或者当单位的explosion属性后填了不存在的动画的时候,该种单位被摧毁也会IE并产生这个EIP。

00471CA4  Weapon  A unit's initial primary (Primary or Weapon1) weapon's Warhead does not have MindControl=yes set, but a weapon in some other weapon slot does. Triggered by one of the following events:
Unit was selected by the user and the user moused-over a potential target.
Unit was considering potential targets on its own (e.g. the unit was about to fire automatically at a nearby enemy unit).
An IFV or urban combat building gains a mind-control weapon via passenger entry or garrison.
主武器或盖特武器1没心灵控制弹头,别的却有。

用户选择了单位,然后用户将鼠标悬停在潜在目标上。
部队正在自行考虑潜在目标(例如,该部队将向附近的敌方部队自动射击)。
IFV或城市战斗大楼通过乘客进入或驻军获得心智控制武器。

004895C7  Warhead  You have a warhead with a CellSpread greater than 11.
某弹头的CellSpread大于11
  
004D5108  Weapon  A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. Examples:
The offending weapon is the unit's Secondary weapon, and the unit just finished constructing.
The offending weapon is the unit's EliteSecondary weapon, and the unit just got promoted to Elite status.
某武器的副武器写了但是不存在相关内容,或者没写弹头

004F8CCD  AI  [AI]→BuildConst= lists less than 3 BuildingTypes and your last [listed] Construction Yard was destroyed or sold while you were on low power, or you went into low power without owning any Construction Yards.  
AI的基地表里列举的少于三个,你只有AI列表里的基地的最后一个,进入无电状态或者没电时候没基地(我怎么没见过)

004F65BF  Misc  Some House cannot build anything from [General]→BaseUnit= .  
某国不能造任何BaseUnit

00505E41  Misc  An AI-controlled House which, due to rules(md).ini configuration, is unable to construct a base, received a Construction Yard thus triggering the AI base planning routine. Triggered by the following events:
野生阵营拥有基地车并展开,于是触发建造基地的AI,但是不应该可以造基地
If a player's MCV was mind-controlled by an enemy, that player is killed, and the MCV is then released from mind-control to the neutral side. The only workaround is to make MCVs immune to mind-control (this is done in the UMP).
基地车被控制,控制者所属方死亡,基地车成为野生的

A neutral Engineer (there's an official multiplayer map that has neutral Psychic Sensors which, on rare occasions, can leave an Engineer as a survivor) captures a Construction Yard.
野生的工程师占了基地

More detail: The AI base planning logic kicks in at the moment a player receives a Construction Yard and generates a plan of what buildings to build, in what order. However, the game makes an assumption that any country that can actually start base construction will be able to build at least 3 different BuildingTypes. When that assumption fails (a Construction Yard is received by the civilian house, who cannot build anything), everything goes haywire. For more info on how base planning logic works, refer to the AI Base Planning System article.
没有什么建筑是野生阵营可以造的,因为Owner的问题,而AI应该至少能造3个建筑

Interestingly, the civilian house acquiring a Construction Yard via relinquished mind-control (in the same way as for an MCV) does not cause an IE. Clearly this effect was not taken into consideration when mind-control was added to the engine and the AI base planning routine is only called when a Construction Yard is captured or is first created.

0050CD20
0050CD44
0050CD79
0050CDA2
0050CDCC
0050CDF0
0050CE14
0050CE38
0050CE5C
0050CEA2
0050CECC
0050CF15
0050CF2A  AI  The AI is trying to pick a target for the Nuclear Missile or Weather Storm superweapon but is lacking target weighting values for a certain object that exists on the map. You need to uncomment/restore one of the [General]→AIIonCannonXValue= lines.
0050CD20 - An InfantryType with Engineer=yes exists on the map. AIIonCannonEngineerValue needs restoring.
0050CD44 - An InfantryType with VehicleThief=yes exists on the map. AIIonCannonThiefValue needs restoring.
0050CD79 - A BuildingType with Factory=BuildingType exists on the map. AIIonCannonConYardValue needs restoring.
0050CDA2 - A BuildingType with Factory=UnitType and Naval=no exists on the map. AIIonCannonWarFactoryValue needs restoring.
0050CDCC - A BuildingType with a positive Power value exists on the map. AIIonCannonPowerValue needs restoring.
0050CDF0 - A BuildingType with IsBaseDefense=yes exists on the map. AIIonCannonBaseDefenseValue needs restoring.
0050CE14 - A BuildingType with IsPlug=yes exists on the map. AIIonCannonPlugValue needs restoring.
0050CE38 - A BuildingType with IsTemple=yes exists on the map. AIIonCannonTempleValue needs restoring.
0050CE5C - A BuildingType with HoverPad=yes exists on the map. AIIonCannonHelipadValue needs restoring.
0050CEA2 - A BuildingType listed in [AI] → BuildTech exists on the map. AIIonCannonTechCenterValue needs restoring.
0050CECC - A VehicleType with Harvester=yes exists on the map. AIIonCannonHarvesterValue needs restoring.
0050CF15 - A VehicleType with a positive Passengers value exists on the map. AIIonCannonAPCValue needs restoring.
0050CF2A - A VehicleType which DeploysInto a BuildingType listed in [AI] → BuildConst exists on the map. AIIonCannonMCVValue needs restoring.
【谁会动AIIonCannonXXXX这些值?自己看吧,懒得翻译了】
00518369  Warhead  An InfantryType is taking damage from a non-existant warhead.  
一个步兵被一个不存在的弹头打了

00567B43  Object  An Object has a negative sight.  
某单位的视野写了负数



005D7387  Misc  Not having at least one valid InfantryType with AllowedToStartInMultiplayer=yes (default) for each house.  
某国家没初始步兵


005DA453  Network  A crash occurred with the network code around an object called FirewallHelper.
联网IE

005F4F88  Animation  An Animation has TiberiumSpawnType=SOME_OVERLAY and SOME_OVERLAY is one of the three last entries in [OverlayTypes].
Link to original report  
TiberiumSpawnType=SOME_OVERLAY 和 SOME_OVERLAY 被放在 OverlayTypes的最后三个里

005F5155  Misc  You tried to construct a BuildingType with HasSpotlight=yes. Yuri's Revenge 1.001 doesn't support this, only patched versions do.
你竟然建造了一个HasSpotlight=yes的建筑,这功能原版平台没有


0062B662  Animation  Having an animation with SpawnsParticle which does not point to a valid ParticleSystem (see broken-reference causes, below).  
某动画产生的粒子不存在

0062DCD2  Misc  An overlay type with Explodes=yes set has been destroyed, random dice roll determined that the particle specified in BarrelParticle should be displayed, but that flag is blank.  
BarrelParticle是空的,爆炸性覆盖物炸了






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0064003C  Misc  If you have a buildable Construction Yard, start its construction, and then cancel it, an IE will occur. Construction Yards should not be buildable - they should only be deployed from vehicles.  
建造厂建造一半取消的时候发生。不许设定建造厂为可以直接造!

0065B73F  Weapon  You have a Weapon whose RadLevel is less than [Radiation]→RadLightDelay=.(Cause: Integer division is performed on those two values, which yields zero in this case, and then another value is divided by the result - division by zero.)  
某武器RadLevel小于全局设定的RadLightDelay=.

0069ACC6  Map  A PKT file's [MultiMaps] section declares a map which doesn't have its own section to define the parameters, or lacks the CD entry in the section.  
PKT里指定了一个没有分类的地图

006AEBB8  Misc  Your ra2md.ini file lists a combination of game mode/map which the game cannot satisfy. This can happen if the range of valid combinations changes between one game session and the next (i.e. because you changed what maps were valid for which game modes in your mod, or you activated a different mod to the one that was active previously).
LaunchBase works around this by saving and restoring the game's configuration on a per-mod basis.
RA2MD里某游戏模式在别的mod里没有

006B7D30  Object  An object has a weapon with Spawner=yes, but it doesn't have Spawns=yes. The latter part is what tells the game to initialize the Spawn Manager for this unit when it's instantiated, the former part tells the game to try and access the Spawn Manager (and it doesn't check if it's been initialized properly).  
有子机发射器,但是没指定子机类型

006EA6AE  AI/Map  You coerced the game into creating an instance of a TeamType that is not defined, either through Map Triggers or through AI Script Actions.  
你让游戏创造了一个不存在的小队

006F1FC6  AI programming  A TeamType has been defined without assigning it a TaskForce, or a TeamType is being referenced without being defined at all.  
一个小队没有一个特遣,或者一个触发里写的小队不存在

006F352E  Weapon  A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.  
精英主武器不存在,或弹头不存在

006F72EF  Weapon  A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.  
精英主武器不存在,或弹头不存在

006F40A2  Weapon  Started construction of a unit whose Primary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. )
建造了一个主武器不存在或不存在弹头的单位

0070031E  Weapon  A unit has a weapon specified which does not exist in the INI (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. (Common reason - that unit just got promoted to Elite status and one of the Elite weapons is misdefined.)
一个单位的武器在ini里不存在或没弹头

00702330  Anim  A building has missing or non-existing DebrisTypes. Like DebrisTypes=CRYSTAL1.  
一个建筑的碎片不存在或丢失

007120F7  Misc  You have a BuildingType (which is click-repairable) with Strength=0 or Strength below [General]→RepairStep=.  
可扳手修的建筑的血量是0或小于扳手一次维修的血量

0071AF4D  Warhead  Detonating a Temporal=yes warhead under one of the following conditions:
Firing weapon was a shrapnel weapon. 超时空武器不可作为溅射武器
Firing weapon was an urban combat weapon (fired from an occupied building).超时空武器不可从民房发射
Warhead has a non-zero CellSpread set. 超时空武器CellSpread不是0

0072652D  Map  There is a trigger in the map that wants to change a house's non-existant object to another house.  
有一个触发试图把一个不存在的单位转给另一阵营

0073B0C9  Misc  The concept known as "Infantry Linking" can result in an IE, occuring when the linked infantry was modified in a subsequent game mode override file or a map and a human player scrolls their battlefield view to a place on the map where an AI-owned War Factory is located. Don't do Infantry Linking.  
步兵链接在某些地图和模式中会导致IE,地图白无压力飘过

0073C762  Art  The artmd.ini entry specified by a Voxel-using VehicleType's Image tag is missing - the game defaults to Voxel=no in this case and attempts to load and draw a non-existant SHP.  
某VXL车辆的IMAGE=后面的东西在ART里没有,系统试图绘制一个不存在的SHP

00756B2D  Art  The specified ShadowIndex on a voxel VehicleType adresses a section that does not exist.  
ShadowIndex里的玩意不存在,这是用于决定直升机类影子用机体还是螺旋桨的语句

00772A98  Weapon  A unit has an ElitePrimary weapon specified which does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank, and that unit just got promoted to Elite status.
精英主武器不存在或者没弹头
Also reported to be due to "firing a weapon that has no projectile". This needs testing - missing projectile may be an alternative reason to all 'missing weapon' IEs.
一个武器没抛射体

007C9B92  Malformed input  Multiple reasons, depending on the stack dump in the except:
If 006DD5D2 or 006DD009 appear near the top of the stack dump - Map contains a malformed Map Action, while parsing it, a number was expected, something else or end-of-line was found instead. Map Actions expect well-formed input.
数值无法读取,或者节点问题
Map Actions需要格式正确的输入
RefinerySmokeOffsetThree=未设置为一个有效的值
If 00843EEC appears in the stack - RefinerySmokeOffsetThree is not set to a valid value.
矿场的冒烟位置3无效

007CAF66  Malformed input  Multiple reasons, depending on the stack dump in the except:
If 0075DE19 appears near the top of the stack dump - A Warhead whose Verses could not be processed. EBP value says how many values remained to be parsed when an error occurred - (11 - EBP) is the 0-based index of the problematic value.
某弹头的弹头比率不是11个造成无法解析

007CFD30  Misc - memory management  If line 20 of the stack dump includes 61108B, and line 23 includes 610CA0, you are likely trying to use RockPatch's "Place Urban Areas" feature without applying the necessary snowmd.ini fix. Please check the RockPatch Help for more info.  
RP功能,不知是啥

Varies, stack dump starts with 0051BB7D  Warhead  A unit was being erased by a chrono weapon but the object that started the erase process no longer exists. When a unit is being erased, an instance of the TemporalClass is linked to it. This class references the object that is doing the erasing. If the object breaks the link under 'normal' circumstances (e.g. the firer is destroyed or moved) then the attack order is cancelled and the TemporalClass is removed. In some rare cases the link to the firer's TemporalClass is not removed and therefore points to garbage memory.
Examples of how the IE may occur:
有时候超时空武器的发射者在目标死亡之前消失就停止攻击

Ore harvester with a chrono weapon started an attack but then transformed whilst unloading ore at a refinery before the target was destroyed. Don't give ore harvesters chrono weapons.
比如一个超时空矿车开火,目标还没消失自己先回家了。所以不要给矿车这种武器
A vehicle was being erased but then got picked up by a carryall. This is very difficult to replicate - it has only been reported once.
The IE occurs when the unit would have been erased.
超时空武器坦克开火,然后被吊运走了-仅有一次错误记录

90900004  Misc  Generic exception, for example, raised when you are missing the snowmd.ini median fix.  
snowmd.ini的啥啥啥丢了,毫无压力

00442832或00442892或004428DE
在未修改全局ini时一个带有Sparky=yes的弹头击中目标。
修补方法是在[Animations]注册表中加入FIRE3,并在[AudioVisual] 大条目中添加TreeFire= 和OnFire=,填写有效的动画名。


BA7168A3 溅射武器,空爆武器的子武器没有挂载。至于什么是挂载,请仔细观察原版[XCOMET]单位的武器设定
此外,子机飞出地图无法返回也是导致此IE的原因。超长的鸡光,电流,电磁波也会导致此IE。总之,此IE和子武器有关,请仔细检查所有子武器,包括承载单位。CSF的问题也可能导致此IE

0043E027 建筑使用VXL炮塔时HVA出了问题

004225DA:某个触发的碎片的速度设置出现了问题。XY速度最小1,但是XYZ速度都是5的时候同样发生IE,据分析是因为Z速度太小,但是0是可以的。总之,要想碎片原地不动就XY=1,Z=0就行了

00491405 空降舱超武导致的IE,总之空降舱是一个不稳定因素,不提倡过多使用。相关IE的唯一避免手段是不使用此类超武。NP CRASHES FOR NO REASON!


01BA00AC 这个IE的原因比较搞笑,CSF写得太长了……

004F6794  检查[AI]\BuildBarracks

004952C6  使用的某SHP素材损坏
00494BCD  似乎也是SHP素材损坏的问题

004F671D  你使用的AI因为owner问题无法建造任何一个本阵营防御武器

0053A16B 和NP闪电风暴的云电素材的帧数有关

007564B4 和VXL抛射体有关
以下为TS(TiberianSun)平台出现的IE:
00415698  You used a TrailerAnim on an animation but forgot to set a TrailerSeperation.  
有traileranim,忘记写trailerseperation

004C6428  AI does not have any buildings available for it to build. Check BuildConst=, BuildPower= etc.  
AI不能造任何建筑 检查BuildConst=, BuildPower=之类

006703D4  WaveClass Sonic exception, normally triggered by a unit with a weapon that has IsSonic=yes set, firing to the south of the screen and the user scrolling up. No certain fix for this as we know, it is a possible error with the games code. (a possible fix can be found on ppm)  
游戏引擎缺陷导致的声波武器向南开火同时滚动屏幕出现的IE,无挽救办法






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本帖最后由 moren 于 2020-8-13 21:25 编辑

0067159B  WaveClass Sonic exception. Not sure if this is code related, could be end user.  
Tiberian Sun 引擎缺陷

006717CB  WaveClass laser exception. No certain fix for this as we know, it is a possible error with the games code. (a possible fix can be found on ppm)  
Tiberian Sun 引擎缺陷

0067159B  You have set [AudioVisual]→ShakeScreen= to zero.  
怪事,PPM上同一个EIP给了两个解释,无视吧

006B6AE6  Multiple reasons, depending on the stack dump in the except:
不明,视堆栈决定
If 0066F44F appears near the top of the stack dump - A Warhead whose Verses could not be processed. EBP value says how many values remained to be parsed when an error occurred - (5 - EBP) is the 0-based index of the problematic value.
一个弹头的比例无法处理 基本就是比例不是5个的意思



0065D99F:小队内存在重复单位时,会导致本错误

00529A14:CSF问题 ※读取形如"a,b"这样的两个整数的时候没读取到而且找不到默认值


006E2449:42号触发写错参数

004A225D:地图上某个单位或者建筑,是RULES.ini(RULESMD.ini)没有注册的,或者错码对不上的。

0045F53D:不明eip

004157E3:Weapon==An AircraftType has fired a weapon which has?Suicide=yes?set.
某飞机发射了自杀武器

004586A9:==General=="What?PadAircraft?would you like?" ";" "You must have PadAircraft!!! I kill you!"
你竟然没给飞机定义PadAircraft,就离谱

00482096:=Unit crates==Your?[AI]→BuildRefinery=?is either invalid, missing or blank thereby the game can't find the harvesters for deciding the unit.
您的[AI]→BuildRefinery =无效,丢失或空白,因此游戏找不到用于确定单位的矿场。




0054AF0E:A unit's?Secondary?points to a non-existent weapon.
单位指定的副武器不存在,

004C445E或者004F0FEC:
A unit's secondary weapon does not exist (see broken-reference causes, below), or the weapon's Warhead tag is missing or set to blank. Examples:
The offending weapon is the unit's Secondary weapon, and the unit just finished constructing.
The offending weapon is the unit's EliteSecondary weapon, and the unit just got promoted to Elite status.
部队的副武器不存在(请参阅下面的参考中断原因),或者武器的代码缺失或设置为空白。例子:
进攻类型的武器是该单位的次要武器,该单位刚刚完成建造。
进攻武器是该单位的EliteSecondary武器,该单位刚刚晋升为精英身份。


0054D10A:This happens when you re-code the Battle Fortress to have a?SizeLimit?bigger than 2 (i.e. can load other tanks) and then tell it to enter an amphibious transport. Of course, this isn't limited to the BFRT alone. It should be noted though that the game doesn't always crash when the enter order is issued. It's more of an occasional crash that seems to happen randomly. (confirmed for RA2)
当您重新修改战斗要塞以使其SizeLimit大于2时,即可以装载其他坦克,然后告诉它进入两栖运输时会发生这种情况。 当然,这不仅限于要塞。 但应注意的是,发出下车命令时,游戏并不总是会崩溃。 这更多是偶然的崩溃,似乎是随机发生的。

0056D388:=An InfantryType or VehicleType does not have a valid movement zone.
坦克或步兵没有有效的移动区域。

006407A6:You've made a MapShot "Not ScreenShot" that was saved as Map****.yrm and is in your Directory. Game is trying to load map during initial startup. Remove these MapShots from the directory to prevent this from happening.
您已经创建了一个MapShot“ Not ScreenShot”,它已另存为Map ****。yrm,并且位于您的目录中。 游戏正在尝试在初始启动过程中加载地图。 从目录中删除这些MapShots可以防止这种情况的发生。

00697F29:==Misc==The game can't find a valid gamemode. Your mpmodesmd.ini is corrupted.
==其他==游戏找不到有效的游戏模式。 您的mpmodesmd.ini已损坏。

006ABF96:=Misc==This IE is encountered immediately after loading up. This was tested for skirmish with the XWIS Multiplayer-only components.
加载后立即遇到该IE。 使用仅限XWIS Multiplayer的组件对此进行了测试。
当分辨率设置为高于2560x1600时,会发生此崩溃。


006B7987:==Object==A garrisonable building has non-existing weapons
一座防御建筑物没有武器。

006B7718:==Object==A?Spawned=yes?attempted to fly over the map border instead of landing, thus crashing the game. A known reason for this issue is?Selectable=no?on?AircraftTypes?that use aircraft?Locomotor.
一架Spawned= yes飞机试图飞越地图边界而不是着陆,从而导致游戏崩溃。

006C1D28:==Object==A unit has?Turret=yes?despite unittur.vxl not existing. What's interesting is that the game won't crash because of this if no VXL or HVA for this unit exists at all.
==对象==一个单元有Turret=yes,尽管unittur.vxl不存在。 有趣的是,如果根本不存在该单位的VXL或HVA,则游戏不会因此而崩溃。

006F9DB6:==Techno==The game tried to check an ownerless unit's owner. Reported case was Service Depot's allegiance check.
应该是owner=的IE,检查下owner=这代码就对了
0070DF8A:
==Weapon==A unit with?IsGattling=yes?is either missing?WeaponX/EliteWeaponX?entries, or?WeaponCount?is less than 2 times?WeaponStages. For example, if?WeaponStages=2,?WeaponCount?must equal 4, and you must have accompanying?Weapon1-4/EliteWeapon1-4?entries. IE occurs at the time the?IsGattling?unit is firing and would advance to the missing Weapon Stage.
==武器==具有IsGattling = yes的单位丢失了WeaponX / EliteWeaponX条目,或者WeaponCount少于WeaponStages的2倍。 例如,如果WeaponStages = 2,那么WeaponCount必须等于4,并且您必须具有随附的Weapon1-4 / EliteWeapon1-4条目。 IE发生在IsGattling单位开火时,并将前进到丢失的武器阶段。(就是盖特机炮逻辑错误)

006F1FC6A: TeamType has been defined without assigning it a TaskForce, or a TeamType is being referenced without being defined at all.
小队没有特遣,或者小队不存在


00000061:This error is encountered when you launch RA2's unedited campaign missions, but have added a new country to the Countries list. This can happen if RulesMD.ini is used by RA2 instead of Rules.ini (by manually renaming the file) and you forgot to add a ';' to entry 9 (which is set to YuriCountry for YR).
当您启动RA2的未编辑活动任务时遇到此错误,但已在“ 国家/地区”列表中添加了新国家/地区。如果RA2使用RulesMD.ini而不是Rules.ini(通过手动重命名文件)并且您忘记添加“;”,则会发生这种情况。到条目9(为YR设置为YuriCountry)。


005213CB:An InfantryType with DeployFire=yes doesn't have a Secondary weapon set, and the game crashes while retrieving the weapon's RadLevel.
一个步兵设置了部署可以开火的代码,却没有给他一个副武器设定,并在获取武器的RadLevel导致崩溃



0053ADAB:不明eip,似乎是某个武器发射后导致的

006F49DE:试图用触发召唤一个在地图上不存在的玩家小队,就是你召唤了1位置的小队,但是1位置玩家并不存在

0048337E:在地图中禁用了车辆
[Powerups]
Unit=0,<none>,no
是在捡箱子的时候报的错
把rules中该片段完整复制过来后,捡箱子不再报错
感觉和弹头差不多,一旦在地图中就相当于重新注册了一个

EIP:66AC4028
地图预览图过大,会在游戏载入时直接IE,把预览图改小了就好了而且此问题目前仅发现是Ares平台用了tx地形才会出现

007F5C70:
这个EIP在写飞行器代码时容易由疏漏导致
特征:于一飞行单位(可能是[AircraftTypes]或[VehicleTypes]当中可以飞行的单位)坠落时落地瞬间触发。
发现方式:开一个地图,摆出所有能飞的单位,进入游戏,逐一击落,哪一个落地出现了问题就是这个单位的问题。
解决方案:这个的成因是坠毁出错。目前发现的一个解决方式是填写一个有效的DeathWeapon(原版的侦察机碟子什么的都是借了基洛夫的主武)
提示:这个EIP常出现于把原有的直升机等单位去掉载荷变成其他用途等。我也不清楚为什么有载荷的飞行单位不需要填写死亡武器。


0012D1C8:内存溢出

007015C9:动作脚本中把这个小队给了一个不存在的所属方

404E0000:当把航母舰载机设为selectable=no,航母舰载机可能会像随机方向飞出去并且有时无法降落。如果小飞机飞出了地图,可能会产生此eip

004687E5:如果给空爆武器一个inviso=yes并且FlakScatter=yes的武器,那么空爆的时候会报错

8E8B4578:神奇的空爆武器相关,一发射就IE

004AF313:航母子机相关IE

Varies, stack dump at 18D264 has 00722C9E One or more resources have invalid resource spread/growth data which tries to access a map tile it isn't supposed to and corrupting it.
一个矿石具有无效的spread与growth

007387EB:[AudioVisual]→ShakeScreen= is missing or set to zero
[ AudioVisual ] 中的ShakeScreen=丢失或设置为零

00728F08:Something's wrong with this building's Secondary (missing/invalid)
这个建筑的副武器有问题

00684E55:There is a trigger which requires a house, either because its events, actions or attached triggers require a house. The house on the trigger is not set.
有一个需要建筑的触发,因为他的条件,所以触发需要建筑,但是你并没给他设定

0071C661:Using Sparky=yes warhead without two valid animations defined in [AudioVisual]→TreeFire=. Crash happens when damaging a wooden terrain object.
使用Sparky=yes的弹头,在[AudioVisual]→TreeFire=没有2个有效的动画

0071B173:Firing a death weapon using a Temporal=yes warhead.
你竟然尝试让超时空武器搞成自爆武器

00501553:当你使用触发结果37,触发所属方不存在

006DE934:当你使用触发结果33,触发所属方不存在

006CB569:触发结果33的超级武器不存在

0042234D:触发结果41的动画根本就不存在

006E2440:触发结果42的弹头武器根本就不存在

006E25E2:触发结果43的碎片根本就不存在

006DD6BC:触发结果70写的参数不存在

0062F076:88触发结果的粒子不存在

0065ECD8:特遣部队里面的单位重复了,不允许写2个以上的相同单位!
0065ECD2:你竟然把特遣部队里面的单位数量写成了0!
2020/8/13


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本帖最后由 moren 于 2020-8-12 20:43 编辑

如果你们发现了新EIP在这里面没有的,而且知道原因的,欢迎发帖说明,我会新增的,把一些知道原因的eip但在这表里面没有的发出来吧
不要过度依赖eip,当发现eip表里面查不到的,乖乖去手工查错吧,欢迎分享这表里面没有的,原因找到的eip哦用Ctrl+F搜索就可以了
欢迎加qq群993510433
morennb
我们的QQ群要成为第一!!

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moren_大哥,如果出现了这问题,你就重新下载,我也出现过,重新下了就好了

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大多数弹框是EIP查不到的,EIP也就能解决解决简单的没填弹头、没填小队啥的错误,不如ares去看debug检查ai好

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引用 @prry 发表于 2020-8-13 10:13
大多数弹框是EIP查不到的,EIP也就能解决解决简单的没填弹头、没填小队啥的错误,不如ares去看debug检查ai ...

所以我才强调手工差错的重要性
不过eip可以快速找到原因,我们可以最先尝试eip,查不到在手工查错

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