Game crashes upon resetting trigger effect location in scenario editor

:arrow_forward: GAME INFORMATION

:point_down: These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.

  • GAME BUILD #: Version 101.102.22327.0 (#87863) 11543327
  • OPERATING SYSTEM: Windows 10

:arrow_forward: ISSUE EXPERIENCED

The game crashes when I click the “Reset” button of the location setting in trigger effect in the scenario editor.

:arrow_forward: FREQUENCY OF ISSUE

:point_down: How often does the issue occur? CHOSE ONE; DELETE THE REST!

  • 100% of the time / matches I play (ALWAYS)

:arrow_forward: REPRODUCTION STEPS

:point_down: List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!

Here are the steps to reproduce the issue:

  1. Go to scenario editor.
  2. Spawn three men-at-arms and one scout for player 1.
  3. Spawn a palisade wall for player 2.
  4. Create a trigger.
  5. Create a new effect.
  6. Set effect to task object.
  7. Set effect source player to player 1.
  8. Set area to cover the three men-at-arms and scout of player 1.
  9. Set location to the palisade wall.
  10. Set trigger looping toggle to on.
  11. Test scenario.
  12. Exit testing.
  13. Delete palisade wall.
  14. Spawn house of player 2 on same spot where palisade wall was.
  15. Go to effect settings of trigger.
  16. On location, click reset.

:arrow_forward: EXPECTED RESULT

:point_down: What was SUPPOSED to happen if the bug you encountered were not present?
The game was not supposed to crash, as exiting the game is not an intended consequence of the reset button of the trigger effect page. Only the Exit button in the main menu and Alt+F4 are supposed to shut down the application, not resetting effect area of a trigger in the scenario editor.

:arrow_forward: IMAGE

:point_down: ALWAYS attach a PICTURE (.jpg, .png, .gif) or VIDEO (.mp4, YouTube link) that highlights the problem.
Crash report AoE2DE trigger reset button - YouTube

:arrow_forward: GAME FILES (SAVE / RECORDING)

:point_down: Attach a SAVE GAME (.aoe2spgame) or GAME RECORDING (.aoe2record) of the match where you encountered the issue. Link it below if using an external file service.

rec.aoe2record (258.5 KB)

Let me know if there is anything further I can provide to help you resolve this.

Hello @Hjoerleif
Could you send this specific scenario?
Thanks for this detailed report :slight_smile:

Hi @Felizon89 ,

Unfortunately I did not think to save the scenario file and I have already overwritten the autosave several times since yesterday.

However, I was able to reproduce the issue myself today. I recorded the whole ordeal (video length is one minute and 38 seconds): crash reproduction demonstration 230722 - YouTube

Here’s a new simplified step list for reproduction, I’ve omitted a few steps in between (like spawning unit, quitting testing, etc) so that the list won’t be overly long with extremely minute steps. Consult the video (1min, 38sec) linked above for observation of all those):

In scenario editor:

  1. Place location (of trigger effect “task object”) on an building (eg. palisade wall)

  2. Test scenario

  3. Remove building

  4. Place a new building (eg. house) on the same tile as the first building

  5. Click reset on location (of trigger effect “task object”).

  6. The game now crashes.

The application doesn’t have time to autosave the new building before the game crashes, at any rate here is a manual scenario save with the original object (palisade wall):
crash bug demonstration 230722.aoe2scenario (840 Bytes)

Clicking reset on this save will not yield a crash with my testing.

Here is a scenario save with the new object (house):
crash bug demonstration 230722_b.aoe2scenario (842 Bytes)

Clicking reset on this save will yield a crash with my testing.

Here is whichever autosave was produced while reproducing this issue as recorded:
default0.aoe2scenario (788 Bytes)

I will keep in mind to save the scenario file next time.

I hope this helps you track and resolve the issue. Let me know if there is anything more I can provide to help.

If the new reproduction step list is not of any help, you should be able to observe any and all steps in the reproduction of the video I linked in the start of this post.

All the best,

1 Like

Why would you task a palisade thoug?

In scenarios where you want units to start attacking a wall. Imagine eg, a custom made campaign where that is a scripted event.

But the situation here is I wanted to replace the palisade wall with a house instead, why should the game have to crash when I do that? :wink:


Thanks for this detailed report, we’re now tracking this issue :slight_smile:

1 Like