I just got a crash upon setting sail from Redmond port; there were some enemies near the fort, which the fort immediately fired upon.
Here's compile.log:<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space
re;overflow:auto'>Start reload
Battle_Rocks added
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 10, theHour = 10
SEA: sealogin loading island Redmond
SEA: added pchar to sea
SetCoastTraffic() called for Redmond
-
SetCoastTraffic: Char CrRedmond1 of type pirate and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrRedmond1 is not dead, adding.
cr is group commander
A Snow flying Pirate colors sighted at Jamaica
Ship is Fancy
-
SetCoastTraffic: Char CrRedmond2 of type pirate and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrRedmond2 is not dead, adding.
cr is not group commander
do not need to create new group
A Xebec flying Pirate colors sighted at Jamaica
Ship is Golden Hind
-
SetCoastTraffic: Char CrRedmond3 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrRedmond3 is not dead, adding.
cr is group commander
A Galeoth flying Spanish colors sighted at Jamaica
Ship is Gloriosa
-
SetCoastTraffic: Char CrRedmond4 of type trade and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrRedmond4 is not dead, adding.
cr is not group commander
do not need to create new group
A Ketch flying Spanish colors sighted at Jamaica
Ship is San Gabriel
-
SetCoastTraffic: Char CrRedmond5 of type war and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrRedmond5 is not dead, adding.
cr is group commander
A Sloop flying Spanish colors sighted at Jamaica
Ship is Santa Agüera
-
SetCoastTraffic: Char CrRedmond6 of type war and nation Britain and we'll check to see if we regen: yes.
bgennew set to true anyway
CrRedmond6 is not dead, adding.
cr is not group commander
do not need to create new group
A Fast Galleon flying Spanish colors sighted at Jamaica
Ship is Santa Rosa
-
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
SETTING MUSIC: music_spokplavanie
ResumeAllSounds
SEA: SeaLogin end
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Interceptor, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Interceptor, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Interceptor, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=3, ShipFlagsQuantity=6, FlagType=E
BattleInterface DoSetFlags: 1
Ship_SetTaskAttack before
Ship_SetTaskAttack after
Ship_SetTaskAttack before
Ship_SetTaskAttack after
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
BattleInterface DoSetFlags: 2
procGetRiggingData: n=-2, chr.id=CrRedmond2, ship.type=XebecCT, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond2, ship.type=XebecCT, nation=3, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
SETTING MUSIC: music_sea_battle
BattleInterface DoSetFlags: 3
procGetRiggingData: n=-2, chr.id=CrRedmond3, ship.type=Galeoth1, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=2, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond3, ship.type=Galeoth1, nation=2, ShipFlagsQuantity=2, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=2, FlagType=E
BattleInterface DoSetFlags: 4
procGetRiggingData: n=-2, chr.id=CrRedmond4, ship.type=Ketch, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=4, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond4, ship.type=Ketch, nation=2, ShipFlagsQuantity=4, bShipWithoutPennants=0
CurrentFlag=2, ShipFlagsQuantity=4, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
BattleInterface DoSetFlags: 5
procGetRiggingData: n=-2, chr.id=CrRedmond5, ship.type=Sloop1, nation=2, ShipFlagsQuantity=1, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=1, FlagType=E
BattleInterface DoSetFlags: 6
procGetRiggingData: n=-2, chr.id=CrRedmond6, ship.type=FastGalleon1, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond6, ship.type=FastGalleon1, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond6, ship.type=FastGalleon1, nation=2, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
For character 848 fall Mast name mast2 has index 2
BattleInterface DoSetFlags: 0
procGetRiggingData: n=-2, chr.id=Blaze, ship.type=Interceptor, nation=-1, ShipFlagsQuantity=6, bShipWithoutPennants=0
CurrentFlag=1, ShipFlagsQuantity=6, FlagType=P
FlagType==FLAG_PENNANT && n == SHIP_FLAG
BattleInterface DoSetFlags: 1
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=1, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=2, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1
CurrentFlag=3, ShipFlagsQuantity=3, FlagType=E
procGetRiggingData: n=-2, chr.id=CrRedmond1, ship.type=Shnyava2, nation=3, ShipFlagsQuantity=3, bShipWithoutPennants=1</div>
I wonder if the volley from the fort could've made some masts fall while the RefreshFlags code wasn't even done yet.