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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Error running OnDamage script in Entity

    Scheduled Pinned Locked Moved Modding & Tools
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    • R Offline
      Rama
      last edited by

      This error keeps flooding logs by thousands of instances, and may be related to random crashes. I've never been able to figure out the cause. It happens at random to any unit in the game. What could this error be related to?

      Example:

      warning: Error running OnDamage script in Entity ura0304 at 2c2e9808: ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5560): attempt to call method `GetArmy' (a nil value)
               stack traceback:
               	...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5560): in function `OnDamage'
               	...\gamedata\units.nx2\units\ura0304\ura0304_script.lua(33): in function <...\gamedata\units.nx2\units\ura0304\ura0304_script.lua:28>
               	[C]: ?
               	...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(647): in function `DoDamage'
               	...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua(388): in function <...ta\faforever\gamedata\lua.nx2\lua\sim\projectile.lua:331>
      
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      • R Offline
        Resin_Smoker @Rama
        last edited by Resin_Smoker

        @rama

        Question Does your mod change unit.lua at all? (Please post it as a zip attachment)

        I ask because the error is indicative of the unit or projectile in question being destroyed when self:GetArmy() is being called.

        Its good practice to apply for many scripts is to do a "self" check before calling a function.

        Example...

        if self and not self:BeenDestroyed() then
           self.MyArmy = self:GetArmy()
        end
        

        This will 100% ensure that the unit is good before the function is called to avoid a nil value. Granted it's not always needed and in many case applying it everywhere can be overkill. Its just one of those things that's added when a potential problem arises or is expected to for a give situation.

        Note: Just off of my head, URA0304 is a standard Cybran air unit... Its most likely the bomber and not a custom unit, so that does eliminate the custom unit shenanigans.

        -Resin

        Kykhu Oss https://youtu.be/JUgyGTgeZb8
        Unit Thrower https://youtu.be/iV8YBXVxxeI
        Beam Tentacle https://youtu.be/le5SNwHvC4c
        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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        • Ctrl-KC Offline
          Ctrl-K
          last edited by

          checking for self is excessive

          “Be a yardstick of quality. Some people aren’t used to an environment where excellence is expected.”
          — Steve Jobs.
          My UI Mods
          Support me

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          • R Offline
            Resin_Smoker @Ctrl-K
            last edited by

            @ctrl-k

            In most instances yes... Sometimes though it can't be helped, as its not 100% possible to death proof a script.

            Kykhu Oss https://youtu.be/JUgyGTgeZb8
            Unit Thrower https://youtu.be/iV8YBXVxxeI
            Beam Tentacle https://youtu.be/le5SNwHvC4c
            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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            • R Offline
              Rama @Resin_Smoker
              last edited by

              @resin_smoker

              The mod is AI Wave Survival. The script can spawn hundreds to thousands of units per wave, so the error shows for any type of units that can be spawned in a wave. I played one game that had over 8000 such errors before crashing after 1 hour in.

              The spawn script first runs

              unit = aiBrain:CreateUnitNearSpot(rspawn, posX, posZ)
              

              It checks if the unit was created, and if not, tries again using

              unit = CreateUnitHPR(rspawn, aiBrain:GetArmyIndex(), posX, terrainAltitude, posZ, 0, 0, 0)
              

              It then checks if the unit exists with the following code, before modifying things like the units health, veterancy, and damage.

              if unit and unit ~= nil and not unit.Dead then
              

              It then runs an attack script for each unit, which chooses a random target from a list, and issues orders where:
              pUnit = Random Target
              aUnit = Spawned Unit

              local pUnit = nil
                if Random(1, 3) <= 2 then
                  if Random(1, 2) == 1 then
                    pUnit = RandomEnemyUnitsLandDefenseList(self)
                  else
                    pUnit = RandomEnemyUnitsLandEconomyList(self)
                  end
                else
                  if Random(1, 3) == 1 then
                    pUnit = GetClosestEnemyNearAntiNavy(self, aUnit)
                  else
                    pUnit = RandomEnemySubsForAntiNavyList(self)
                  end		
                end
                if pUnit and not pUnit:BeenDestroyed() then
                  IssueClearCommands({ aUnit })
                  local VECTOR3
                  local pUnitPos = pUnit:GetPosition()
                  if Random(1, 8) <= 6 then
                    IssueMove({ aUnit }, pUnitPos)
                  else
                    if Random(1, 4) <= 3 then
                      IssueMove({ aUnit }, pUnitPos)
                      WaitSeconds(Random(20, 60))
                      IssueClearCommands({ aUnit })
                    end
                    IssueAggressiveMove({ aUnit }, pUnitPos)
                    WaitSeconds(Random(48, 78))
                    repeat
                      WaitSeconds(12)
                      if aUnit:BeenDestroyed() or pUnit:BeenDestroyed() then
                        break
                      end
                      if Random(1, 12) == 6 then
                        break
                      end
                    until pUnit:BeenDestroyed() or pUnit == nil
                    WaitTicks(20)
                    if aUnit ~= nil and not aUnit:BeenDestroyed() then
                      IssueClearCommands({ aUnit })
                    end
                  end
                end
              

              Actually writing out all the code, it looks like the error might be from having orders issued to units that may already be dead, as I forgot to add checks for when I have a delayed order.

              And what would be a faster way to check if a unit is dead or not, if I wanted to optimize the code a little?

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              • R Offline
                Resin_Smoker
                last edited by

                Units spawned may take 1-2 ticks before becoming fully initialized. In theory it should be instantaneous but I know from experience that it's not. Hence, it maybe nessisary to add a small delay between the request for the unit, and your checks to confirm its existence. While also placing a limit on the number of units spawned in at any given moment to keep the overhead down.

                Kykhu Oss https://youtu.be/JUgyGTgeZb8
                Unit Thrower https://youtu.be/iV8YBXVxxeI
                Beam Tentacle https://youtu.be/le5SNwHvC4c
                Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                • JipJ Offline
                  Jip
                  last edited by

                  @Rama what other mods are you running? Your mod does not hook the unit class and there's no reference to GetArmy at line 5560 in the base game.

                  A work of art is never finished, merely abandoned

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                  • R Offline
                    Rama @Jip
                    last edited by

                    @jip

                    The modlist I was using when playing was:

                    ACU Boost 1.5x (Increases all ACU stats by 1.5x)
                    AI Wave Survival
                    50% Air Crash
                    All Factions Quantum Gate
                    BlackOps FAF: ACUs
                    AntiNuke 50% Cost
                    Half Commander Upgrade Costs
                    Hardened T1 Point Defense (Adds new T1PD with 4x health)
                    Hive Engineering Stations for All
                    No Friendly Fire
                    Reclaim Turret
                    Wreck Reclaim 33%
                    1.3x Build Range

                    And this would be the replay # with the crash, though I don't know if it is related to the error.
                    #22741098

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                    • R Offline
                      Rama @Resin_Smoker
                      last edited by

                      @resin_smoker

                      Units are spawned in batches, but there is no wait between when a unit is created and when it is checked if it is dead or not. One player likes to host games with waves as large as 3500 units spawned per wave. Adding a 1 tick delay on such waves would add up to 350 seconds to spawn the entire wave.

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                      • R Offline
                        Resin_Smoker @Rama
                        last edited by

                        @rama but have you localized the error yet?

                        Kykhu Oss https://youtu.be/JUgyGTgeZb8
                        Unit Thrower https://youtu.be/iV8YBXVxxeI
                        Beam Tentacle https://youtu.be/le5SNwHvC4c
                        Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                        Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                        • R Offline
                          Rama @Resin_Smoker
                          last edited by

                          @resin_smoker

                          Not yet! I did find a few things I could optimize, though.

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                          • R Offline
                            Resin_Smoker
                            last edited by Resin_Smoker

                            After re-reading all the above posts I was thinking... Rather than issue orders to unit, why not have the units retrieve or ask for orders? At least this way, they'd be alive and fully in play when orders are given.

                            Oh and those 3rd party mods just compound things as you've no way of knowing the source of the errors. Hooks, upon hooks upon merges that make the error log useless.

                            Kykhu Oss https://youtu.be/JUgyGTgeZb8
                            Unit Thrower https://youtu.be/iV8YBXVxxeI
                            Beam Tentacle https://youtu.be/le5SNwHvC4c
                            Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                            Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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                            • R Offline
                              Rama @Resin_Smoker
                              last edited by

                              @resin_smoker

                              I finally got around to running a test without extra mods enabled. Looks like the error is mod related. I would guess it is related to the No Friendly Fire mod, as that mod is the only mod that affects all the units.

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                              • R Offline
                                Resin_Smoker @Rama
                                last edited by

                                @rama but that's an assumption unless the log supports it.

                                Kykhu Oss https://youtu.be/JUgyGTgeZb8
                                Unit Thrower https://youtu.be/iV8YBXVxxeI
                                Beam Tentacle https://youtu.be/le5SNwHvC4c
                                Blackhole https://www.youtube.com/watch?v=D9NGQC5rr0c
                                Resurection https://www.youtube.com/watch?v=WdbIQ4vHkMs

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