GAME INFORMATION
These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.
- GAME BUILD #: 101.103.22566.0 (#153638) 19603495
- GAME PLATFORM: Steam
- OPERATING SYSTEM: Windows 11
ISSUE EXPERIENCED
DESCRIBE THE ISSUE IN DETAIL (below). LIMIT TO ONE BUG PER THREAD.
Projectiles entities are affected by the “task object: attack move” trigger in scenario, breaking entierly their mechanics, leading to game crash. When the trigger is made to select all units from a player to give them Attack Move process, the projectiles all changes destination toward the targeted destination and they never deals damage nor fade away after that. Depending on the trigger looping speed, the projectiles can even just freeze in place instead of changing trajectory, and in both case they never despawn. It leads to memory overload crash due to too many entites on the map.
FREQUENCY OF ISSUE
How often does the issue occur? CHOSE ONE; DELETE THE REST!
- 100% of the time / matches I play (ALWAYS)
REPRODUCTION STEPS
List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!
Here’s the steps to reproduce the issue:
- spawn unit with projectile shooting
- trigger Task Object: Attack Move for all unit on that unit’s player (looping on with chronometer, lower chronometer makes the issue easier to see)
- wait and watch the pinball projectiles / frozen projectiles leading to crash when too many entites exist on the map.
EXPECTED RESULT
What was SUPPOSED to happen if the bug you encountered were not present?
Projectiles continuing their normal path toward the destination of their shooting to the target, not moving toward the said attack move point.
IMAGE
ALWAYS attach a PICTURE (.jpg, .png, .gif) or VIDEO (.mp4, YouTube link) that highlights the problem.
(All projectiles on the screenshots are vanilla stats, none has been modified by triggers, and were tested on custom scenario and fresh new scenario without the custom heavy triggers from the first scenario tested.)
GAME FILES (SAVE / RECORDING)
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.
- #N/A (can’t record the crash)


