Weird "PoweredUnit" bug & one thing... - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Weird "PoweredUnit" bug & one thing... (/showthread.php?tid=809) |
Weird "PoweredUnit" bug & one thing... - Guest - 19.06.2007 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=nameEFENDER 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... Now even if you build new unit when power is on. New unit will also stop functioning... 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. Any idea people? 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. RE: Weird "PoweredUnit" bug & one thing... - Bobingabout - 20.06.2007 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.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. RE: Weird "PoweredUnit" bug & one thing... - Guest - 24.06.2007 Oh, that is what I feared. But thanks for clearing out that for me. What about the Cluster Missile? Can anyone help with that, or is it also a problem which cannot be solved? RE: Weird "PoweredUnit" bug & one thing... - Nighthawk - 24.06.2007 Perhaps posting the code of it would help. |