Posted: Thu May 13, 2010 6:54 pm
Hehe, I was just watching it play out with a similar thought, although I added teamID to see if it was limited to my team or not.
The error only happens with Nukes, Fighters, and Bombers, all of which are included in GetAllUnits(). I wonder if the problem lies in they way some (not all O_o) Nukes, Fighters, and Bombers recive an ID in the 60000+ range instead of using the next available number. Then when it tried to change the condition, it uses the normal id vs the 60000+ id..
Example:
Enemy fighter shows up on radar, logged as 600012 (ID)
Enemy fighter gets killed, true ID is 175 not 600012, no 175 in table
Error
There's no clear answer if this was 'fixed'.
<0> = Me
<1> = CPU (TeamID)

The error only happens with Nukes, Fighters, and Bombers, all of which are included in GetAllUnits(). I wonder if the problem lies in they way some (not all O_o) Nukes, Fighters, and Bombers recive an ID in the 60000+ range instead of using the next available number. Then when it tried to change the condition, it uses the normal id vs the 60000+ id..
Example:
Enemy fighter shows up on radar, logged as 600012 (ID)
Enemy fighter gets killed, true ID is 175 not 600012, no 175 in table
Error
Defcon Archive wrote:Hello!
Please use version 1.56 instead, and let me know if your problem persists.
Also, Ids in the 60k+ range are deliberate, however there was a bug with the
conversion in an earlier version (probably 1.51b2 is affected, too).
Cheers,
Robin
2009/8/7 Kai K.
> Hi Guys,
>
>
>
> in the current version 1.51(build2) all calls to retrieve unit IDs return
> wrong ids for Fighters and Bombers. The returned IDs are in the 60000+
> range, Using these ids as arguments does not work, however using the ids
> show during debug mode does.
>
>
>
> Anyone noticed this as well? This might be a solution to Spooqs question
> posted last month or so.
>
>
>
> With best regards
There's no clear answer if this was 'fixed'.
<0> = Me
<1> = CPU (TeamID)


