22.02.2011, 02:11:47
I patched my patch. 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.
- 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.