![]() |
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=name ![]() 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. |