#1669 closed defect (fixed)
Failing to complete garrison order breaks unit state
Reported by: | zoot | Owned by: | Deiz |
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Priority: | Should Have | Milestone: | Alpha 12 |
Component: | Core engine | Keywords: | |
Cc: | leper | Patch: |
Description
If a unit fails to complete a queued garrison order (e.g. because the garrison holder is full) and the next order in the queue is a "combat" order (e.g. kill a chicken), the unit will enter a bizarre state throwing errors like this on every order given to the unit thereafter (even after the queue has been executed):
ERROR: Tried to process unhandled event 'Timer' in state 'INDIVIDUAL.GARRISON.GARRISONED'
Change History (4)
comment:1 by , 12 years ago
Summary: | Failing to complete garrison order breaks queue → Failing to complete garrison order breaks unit state |
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comment:2 by , 12 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:3 by , 12 years ago
Milestone: | Backlog → Alpha 12 |
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comment:4 by , 12 years ago
The fix works, but now I'm getting these warnings when starting a new game:
WARNING: JavaScript warning: simulation/components/UnitAI.js line 1128 anonymous function does not always return a value WARNING: JavaScript warning: simulation/components/UnitAI.js line 1147 anonymous function does not always return a value WARNING: JavaScript warning: simulation/components/UnitAI.js line 1535 anonymous function does not always return a value WARNING: JavaScript warning: simulation/components/UnitAI.js line 1681 anonymous function does not always return a value
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