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#4670 Clan units with ammunition won't load

stable 0.42
closed
None
fixed
1
2015-12-25
2015-12-24
No

Something I've noticed recently -- while these units don't actually get flagged with 'F' straight away, apparently there's a mismatch between ammo and unit tech level that causes them to be rejected as illegal upon selection. The attached logfile shows the failure messages for a Black Hawk (Nova) A thru D and an Avar Prime in order, for illustration purposes; an initial Nova Prime loaded fine.

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Discussion

  • Nicholas Walczak

    • assigned_to: Nicholas Walczak
    • Resolution: none --> fixed
    • Milestone: undetermined --> stable 0.42
     
  • Nicholas Walczak

    Fixed in [9718c5]. This was introduced in [4bd161] in the fix for [#4448]. TestEntity.correctEntity has a version that took an Entity and a flag (to determine if the ammoTechLevel should be checked). This flag was replaced with the legal tech level for ammo. Server.addEntity verifiers the entity, and uses the Game's tech level for the legal ammo tech level. The problem is, I used the "simple" tech level (which is basically 0-4 for boxed set, non-boxed, advanced, experimental, unofficial). The problem is, I needed to use the TL+Tech Type values that MM commonly uses (which is a 0-14 number, which incorporates the tech level and type (IS/Clan).

     

    Related

    Bugs: #4448
    Commit: [4bd161]
    Commit: [9718c5]

  • Hammer

    Hammer - 2015-12-25
    • Status: open --> closed
     

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