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Trench problems
#2
Trenches
Ares Manual Wrote:A major concept of trenches is the ability for infantry to move from one segment of a trench to the next, on the basis that adjacent segments are connected and, in essence, the same trench.

[...]

For example, let's say you have IsTrench=AlliedModern. You have 2 segments of this trench adjacent to one another and one of these segments is garrisoned. If you select the garrisoned segment and then position the mouse cursor over the adjacent segment, you will get an 'enter' cursor over the adjacent segment. Clicking now with the enter cursor showing will transfer the occupants from the garrisoned segment into the adjacent segment.
Emphasis mine.
Keep in mind that IsTrench was/is being designed for wall-like structures, that is, 1x1 sized. I don't have the code open right now, but I seem to remember it doesn't work if your trench isn't adjacent to the 0,0 cell of the other trench.

Either way, your trenches don't look adjacent to me - thus, traversal not working is no surprise.
(If you want transfer over long distances, support issue #194.)

Bunker.Raidable=
Again, I don't have the code open, but I'm rather sure (like, 99.9%) that raiding is nothing but a cursor override and ownership logging, essentially - i.e. it should use the exact same occupation functions as normal occupiers. Does the same happen with all raided buildings? Can anyone else confirm this issue, and report whether it worked differently before?
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Messages In This Thread
Trench problems - by 4StarGeneral - 12.06.2010, 23:21:03
RE: Trench problems - by Renegade - 12.06.2010, 23:40:11
RE: Trench problems - by 4StarGeneral - 13.06.2010, 04:21:27
RE: Trench problems - by Renegade - 13.06.2010, 05:51:58



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