Outpost Universe Forums
Outpost Series Games => Outpost 2 Divided Destiny => Topic started by: Ezekel on January 09, 2010, 05:35:23 AM
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i accidently hit N+leftclick instead of m+leftclick and dismantled my structuce factory.
another convec wasloading up a laser guardpost at the time. but instead of saying laserit said this:
damage of EMP missile guard post.
so i built it and madeit attack ground (range=1), and i had a rapid fire emp explosion. wish i knew that would happen, or i would have put it away from my base.
- disabled everything in the outer edge of the ring. things in the inner area were unaffected
(http://www.recondos.inx-gaming.co.uk/ezekel/outpost2%20glitch.png)
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trying to re-create the bug i get these:
(http://www.recondos.inx-gaming.co.uk/ezekel/bug2.png)
(http://www.recondos.inx-gaming.co.uk/ezekel/bug3.png)
(http://www.recondos.inx-gaming.co.uk/ezekel/bug4.png)
(http://www.recondos.inx-gaming.co.uk/ezekel/bug5.png)
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I manged to reproduce this glitch.. to some extent. I managed to get the "Reacreation Facility" weapon only though. (The map used was mission 12 in Eden campaign)
Additional info:
- This error can be caused by any type of GP
- This error can only be produced from slot#1 in the Struc fac. (Slot #2-#5 gives no cargo (Or rather it gives you a cargo, a GP to build, but with no weapon choice) and slot#6 gives a normal GP of the type you produced)
- This error seems to cause the game to crash, at least with my recreation facility weapon. My guess the GP will need another weapon type to avoid the game chrashing.
- I also tried changing the amount/type of structures in the Struc fac, but I could only get the "Recreation facility" weapon. Perhaps the weapon type you get varies with the map ?
EDIT:
I did the same as Ezekiel did in his second post. I tried the tutorial to see if weapon type varied. I found that I could get both Solar sattelite and meteor as weapon types depending on which angle I demolished the Struc. Fac. from..
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That is a rather interesting find.
I've observed the recurring EMP blast that only disables things at the outer extemities before, but only by manually creating those items with DLL code. I wasn't aware this could actually happen in a normal game.
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@Hooman: Happen in a normal game if you normally accidentally dismantle your factory...
Anyways, interesting find, I wonder why...
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By "Recreation Facility weapon" do you mean that it did the emp burst with a rec fac, or that it was a weapon that did something to rec facs?
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Nope, weapon type was set to be "Recreation Facility"
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lol, I want to see what happens when they fire.
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this bug is really weird... and you have to sacrifice a structure to do that =P
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They usually don't fire, they just crash the game after a bit. (no, not even Meteor GP can fire)
So far, only Damage of EMP Missile GP seems to be worthwhile :P
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lol, I want to see what happens when they fire.
The game crashed when it was fully constructed.
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Tell me when you get an Atheist Building Explosion Guard Post.
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LOL! ABEGP & Vennom getting caught bandwidth stealing! What a great moment! :P
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Sure took them long enough.
Anyway, I'm still interested in what other effects can come out of this glitch. So far, I haven't stumbled upon much. I think I'm going to try this in a game with 6 me's, to see if player number has any role in it.
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Do we have a full list of the GP changes? Is it dependant on the type of GP you made? Does it have to be a GP kit?
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Yes, you have to make a GP.
Initial weapon type of GP doesn't matter.
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LOL! ABEGP & Vennom getting caught bandwidth stealing! What a great moment! :P
shhhh no1 has to know =3
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I think we have a picture thing on the OPU server so that you don't have to steal bandwidth...
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i did the same test but i never crashed in fact mine fire but what they to i like the mine beacon i just shows a white beacon then it sounds like when the building gets damaged the sfx just over a million times and with the meteor i just show a meteor then the sfx then nothing
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I'd wonder what would happen if you launched a EDWARD sat while the beacon is showing.
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weird... for me the mine beacon guardpost didn't do anything
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With bomber's map dll coding tutorials, I'm curious as to the nature of the coding error that resulted in this stuff
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If you have it the unit that the mine beacon GP is targeting go to the bottom left of the GP then a beacon shows up.
CK9 I think this is more of a problem with OP2 reading memory that it just freed. So its running off something that isn't there. For my first learning OP2 asm I was going to try and track this down. No promises in finding anything, but its my way of teaching myself how to reverse engineer it.
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And if that's the case, the code is erroneous because it is trying to read something that isn't there rather than checking if it is there first
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It's dependent on a number of factors. So far we have: Map, dismantling ConVec position, glitch won't happen if GP is in the 6th bay (happened to not work in the 5th bay for me once too).
If the weapon is a building, it usually crashes. If the weapon is mining beacon, it spawns mining beacons on the turret if a target is adjacent. Thing is, those beacons disappear and you can't try to use them. The beacons will also be random mining beacons (could be fumaroles and magma vents, but since the GP's there, it might not show up).
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Wow I am definitely trying this!
And when i do ill give a list
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A recreational facility weapon would be funny to watch if it didnt crash the game (Hey Bill, arm the RecFacility Gun! We got some bored workers over there! Lets put some fun into them - [Disclaimer: We of Happy Inc. are not liable for crushed workers if this weapon is used on people. Use at own risk. Also, small chance that it will backfire and splatter the User with RecFacility parts. Have a great Day)
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If only...LOL :heh:
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Okay I'm going to exploit this glitch with my sheet edits
Edit: forgot to look at the last post sorry i double posted
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You can't. Not through sheets editing anyways. Besides, even if you could, what would you do? Make the game extremely unbalanced and/or cause it to crash?
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No, my motto for editing is if one gets all gets
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ECC, you completely missed the point.
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Ok then explain it to me
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To avoid flames, I have edited the contents of this post. SirBomber, fire away.
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Because you can only control what unit gets what cargo, or what GP gets what weapon from the .dll.
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SirBomber, fire away.
No. Say it yourself or don't. I'm not your mouthpiece for everything you don't have the balls to say yourself.
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SirBomber, fire away.
No. Say it yourself or don't. I'm not your mouthpiece for everything you don't have the balls to say yourself.
Oh, but you love me.
I don't understand OP2 "modding" well enough to formulate a proper reply. I had a nice reply, but I realized it was less productive than an informative post by you would be.
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Oh. Fair enough.
Sheets editing allows you to change a lot of unit statistics, like hit point, build time, which colony they're available to, etc. But there are certain things that are buildable (regular units) and unbuildable (disasters, mining beacons, EMP shockwave, etc.). These are not controlled by the sheets. You'd need to write a haxed DLL or hack OP2 itself to change that setting.
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ok now just when i have the time i will do that(in other words it wont happen)
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Oh. Fair enough.
Sheets editing allows you to change a lot of unit statistics, like hit point, build time, which colony they're available to, etc. But there are certain things that are buildable (regular units) and unbuildable (disasters, mining beacons, EMP shockwave, etc.). These are not controlled by the sheets. You'd need to write a haxed DLL or hack OP2 itself to change that setting.
See? Useful.
Mine on the other hand, was something along the lines of:
"Learn to read what he says, not just the good parts. It can't be done through Sheet Editing, so stop saying you'd share an edited sheet if it wouldn't produce this effect."
Or something like that. I don't know.
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thats pretty funny how you can do that. I couldn't get it 2 work. I wonder if its the same logic as getting your lynx's, panthers, and tigers 2 killing themselves? :blink:
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lol, that was hard to do the first time