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Weird "PoweredUnit" bug & one thing...
#1
Exclamation 
Hello again!

This time the RA2 engine amazes me with some very wird PoweredUnit - bug.

And the INIs...

Building which powers the unit:

; Cabal Core
[CORE]
UIName=name:CORE
Name=Cabal Core
TechLevel=8
Prerequisite=TECH
Strength=1100
Adjacent=2
Cost=2800
BuildCat=Tech
Nominal=yes
RadarInvisible=no
Points=200
Power=-350
Powered=true
Armor=concrete
Owner=Russians,Africans,Confederation,Alliance,Ara bs,YuriCountry,British,French,Germans,Americans
MaxDebris=25
MinDebris=18
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
DamageParticleSystems=SparkSys,SmallGreySSys,BigGr eySmokeSys
DamageSmokeOffset=-60,60,200
ImmuneToPsionics=yes
AIBuildThis=yes
PowersUnit=DEFENDER
RevealToAll=yes
BuildLimit=1
Sight=6


Powered unit:

; Core Defender
[DEFENDER]
UIName=nameBig GrinEFENDER
Name=Core Defender
Category=AFV
Strength=5500 ;10000
Armor=heavy
TechLevel=8
Prerequisite=CORE
Sight=9
Speed=3; 5
Owner=British,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=8000
Points=250
ROT=5
Crusher=yes
Crewed=no
Weight=3.5
VoiceSelect=ReaperSelect
VoiceSelectDeactivated=RobotTankSelectDeactivated
VoiceMove=ReaperMove
VoiceAttack=ReaperAttackCommand
VoiceFeedback=ReaperCrack
CreateSound=HSDroidMoveAttack
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Destroyer
ThreatPosed=50
DamageParticleSystems=SparkSys,SmallGreySSys
MaxDebris=30
Explosion=DEFD_EXP
AllowedToStartInMultiplayer=no
WalkRate=5
Primary=DEFOB
EliteSecondary=DEFOBAA
DamageSmokeOffset=0,0,550
Trainable=yes
VeteranAbilities=ROF
EliteAbilities=FIREPOWER,ROF
ImmuneToVeins=yes
SelfHealing=yes
NoMovingFire=true
Warpable=no
ImmuneToPsionics=yes
ImmuneToRadiation=yes
NonVehicle=yes
AIBuildThis=yes ; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
OmniCrushResistant=yes
Sensors=yes
SensorsSight=5
TooBigToFitUnderBridge=true
Size=35
PoweredUnit=yes
;BuildLimit=1
Explodes=yes

---------------------------------

This is for one gamemode. Everybody can build it.

Problems are:

1) when power goes down and comes back again the unit does not come back online... Bang head against wall
Now even if you build new unit when power is on. New unit will also stop functioning... Crying

2) unit does not seems to give a **** about the building which powers it! Even the building is for example sold, the unit still fuctions. Wtf (disbelieving)

Any idea people? Rolling eyes

The other thing...

3) I have made the Cluster Missile weapon which uses the rockpatch's FireAtSpecial. When the building (which fires the missile) is on a different level than the targer of the missile, the missile blows up immediately after coming out from the "launcher" building.

Is there a way to fix this?

Thanks everyone. Not worthy
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#2
Guest Wrote:2) unit does not seems to give a **** about the building which powers it! Even the building is for example sold, the unit still fuctions. Wtf (disbelieving)
did you by any chance own an allied robot control when this happened?

its a known bug, and you can only have 1 powered unit in the game. if you do have more than 1, either using a second building, or adding more than 1 unit to the PoweredUnit= tag, then the second unit does things like this:
the unit doesn't instantly power down when the power goes down, it only powers down if it is doing a command, or you give it a command, such as Move, or Attack.
the unit, once powered down, will never wake up, even if the power returns.

I'm not 100% sure, but this bug does apear to be per player, meaning if all players have 1 robot type each, and power goes down, they still act normal.
Reply
#3
Oh, that is what I feared. Unhappy

But thanks for clearing out that for me. Smile

What about the Cluster Missile? Can anyone help with that, or is it also a problem which cannot be solved?
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#4
Perhaps posting the code of it would help.
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