Husks cause Fails

Why do prop husks cause "Fails"?

Discussion about the game and its default mods.
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RadicalEdward2
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Husks cause Fails

Post by RadicalEdward2 »

I've been experimenting with using tree and building husks to add more scenery variety to my custom maps but, I was wondering,
Why do husks cause Failures in the Lint Checks and what does that mean for the validity behind the map?

I've been playing it relatively safe with prop usage in contest entries because I was afraid that unintentionally causing a Fail in the Lint check status could jeopardize the validity of the map(s).

In-game performance-wise, there aren't any visible issues brought on by the use of husks so that was why I was curious about them.

Here's a link to one of my maps where I used Husks liberally:
http://resource.openra.net/maps/18945/

Going back to what I said about scenery variety, the main reason behind why I used tree husks was to give Tiberium fields a more contaminated look with trees closer to Tiberium being less healthy than others like in one of game's FMVs.

Image


Also, do vehicle husks explode after a few seconds like normally destroyed vehicles would?
Last edited by RadicalEdward2 on Thu Feb 16, 2017 10:27 pm, edited 2 times in total.

abcdefg30
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Post by abcdefg30 »

Could you post one/all of the caused lint errors? (Or link to your map on the resource site, please. EDIT: Ah wait, you mentioned the contest? Then better do not upload the map to the resource site.)
RadicalEdward2 wrote: Also, do vehicle husks explode after a few seconds like normally destroyed vehicles would?
Sorry, I didn't get the question there. Aren't vehicle husks "normally destroyed vehicles"?

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RadicalEdward2
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Post by RadicalEdward2 »

abcdefg30 wrote: Could you post one/all of the caused lint errors? (Or link to your map on the resource site, please. EDIT: Ah wait, you mentioned the contest? Then better do not upload the map to the resource site.)
RadicalEdward2 wrote: Also, do vehicle husks explode after a few seconds like normally destroyed vehicles would?
Sorry, I didn't get the question there. Aren't vehicle husks "normally destroyed vehicles"?
I didn't upload the contest maps to the site. The one I presented was one I made long before I knew about the contest (which is why I used that one as an example).
I was just wondering about the husks.

Here's some of the errors:
Lint check for release-20160508
OpenRA.Utility(1,1): Error: Actor t16.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tc04.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor t15.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor t13.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor t02.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tc04.husk is not defined by any rule.

All of these errors above refer to the burnt tree models and some destroyed civilian buildings (houses, barns, etc).

I know I was using the most recent version of OpenRA when I made and posted the map.

----

As for the vehicle husks, in the editor they have a list of characters (vehicles) with "(Destroyed)" next to their names and entity names like: heli.husk, mcv.husk, arty.husk, etc.

Do these wreckages just stay where they are placed when the map is started up or do they explode like normally "killed" vehicles would?

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Blackened
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Post by Blackened »

Ha, I think I may be able to help!
Lint check for release-20160508
OpenRA.Utility(1,1): Error: Actor t16.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tc04.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor t15.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor t13.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor t02.husk is not defined by any rule.
OpenRA.Utility(1,1): Error: Actor tc04.husk is not defined by any rule.
IIRC tree husks were brought in after the 20160508 release so the code would be missing. You can fix this by manually inserting the missing code or by using the current release(I'm not sure if you've intended to use an old release)

As to the vehicle husk question, the actor will start with the destroyed animation and leave a husk for the normal duration. This husk will be capturable. If the actor doesn't normally leave a husk it will play the destroyed animation (a hind will just do the tail spin crash)

There is a special case where the chinook has two crashed husked actors. If a mechanic tries to reclaim it will cause the game to crash.

*eagerly awaits for ABC to say, "well actually..."*

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RadicalEdward2
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Post by RadicalEdward2 »

The thing is if I don't include the tree husks, the game says the map Passes. I've also tested the map online with other people (with husks) and neither of us encountered any issues.
I don't really know how to code anything either so I don't want to risk meddling with stuff I could potentially break.

Here's some screenshots of how I was using husks (both buildings and trees) on the map.
Image
Image

The vehicle husk situation sounds kind of interesting. Though I wish there were ones that could just serve as props and not captureable like in Tiberium Wars.

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Sleipnir
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Post by Sleipnir »

You can ignore the release-20160508 lint failures if your map isn't intended to be used with release-20160508.

The map you linked above has a different set of errors for release-20161019:

Code: Select all

OpenRA.Utility(1,1): Error: Actor Actor0 needs to be owned by the player that owns the world. Use the `Spawn` and `LockSpawn` player properties to force players onto a particular spawn instead.
OpenRA.Utility(1,1): Error: Actor Actor2 needs to be owned by the player that owns the world. Use the `Spawn` and `LockSpawn` player properties to force players onto a particular spawn instead.
You can fix these errors by changing the spawnpoint owners from Creeps to Neutral.

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RadicalEdward2
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Post by RadicalEdward2 »

Sleipnir wrote: You can ignore the release-20160508 lint failures if your map isn't intended to be used with release-20160508.

The map you linked above has a different set of errors for release-20161019:

Code: Select all

OpenRA.Utility(1,1): Error: Actor Actor0 needs to be owned by the player that owns the world. Use the `Spawn` and `LockSpawn` player properties to force players onto a particular spawn instead.
OpenRA.Utility(1,1): Error: Actor Actor2 needs to be owned by the player that owns the world. Use the `Spawn` and `LockSpawn` player properties to force players onto a particular spawn instead.
You can fix these errors by changing the spawnpoint owners from Creeps to Neutral.
Thanks. I'll do that.

Also, this is sort of random but, why do you (or anyone for that matter) know why EVERY map theme (including the snow ones) includes a cactus sprite with the trees (in both RA and CnC)?

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