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Patch for powered units (issue 617)
#10
I patched my patch. Smile Apply it to the /src folder again.

- Now takes Operator= into account, and vice versa.
- PoweredBy= now takes a list of specific BuildingTypes. Example: PoweredBy=GAPILE,GAWEAP. If the owner of the powered unit has any of those buildings online, the powered unit is also online.

There seem to be a lot of issues with buildings, but they're caused by something other than my code. My patch mostly just calls the new EMP logic that was already in Ares to disable/enable units. So that means those issues also occur with EMP weapons, and most likely operators too (they all call the same Deactivate() and Reactivate() functions which is where I think the problem lies). Base defenses do work for some reason, except that when they are deactivated while being placed on the map their animations aren't drawn correctly. But if a defense deactivates after being placed on the map everything works fine. Confused
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Messages In This Thread
Patch for powered units (issue 617) - by A Mystery Guest - 20.02.2011, 21:49:56
RE: Patch for powered units (issue 617) - by A Mysterious Guest - 21.02.2011, 02:40:43
RE: Patch for powered units (issue 617) - by A Mysterious Guest - 22.02.2011, 02:11:47
RE: Patch for powered units (issue 617) - by A Mysterious Guest - 22.02.2011, 18:02:57
RE: Patch for powered units (issue 617) - by Mysterious Guest - 04.06.2011, 11:37:51
RE: Patch for powered units (issue 617) - by Mysterious Guest - 06.06.2011, 17:00:26
RE: Patch for powered units (issue 617) - by hogo - 07.06.2011, 14:44:46



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