Transport Bug when carrying Total Mayhem units.

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Re: Transport Bug when carrying Total Mayhem units.

Postby Goldy3 » 08 Nov 2016, 06:06

Should be all (maybe). Cheers for doing this mate!
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Re: Transport Bug when carrying Total Mayhem units.

Postby Uveso » 08 Nov 2016, 21:33

You are welcome.

Thank's for reporting this :)
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Re: Transport Bug when carrying Total Mayhem units.

Postby anubis_85 » 23 Apr 2019, 15:21

the transport bug were fixed
to set the range of the NULLWEAPON to the smallest range of a weapon of some unit, this works

BUT a small thing ... not a bug ... a feature ^^

example:

you have a formation of TM units and one enemy unit come in range of your formation ...
your units take a step forward and killed them

as soon as the next enemy unit come in range ... the same go one

the same game from the beginning

this happens 3 4 5 times ... and your unit (s) standing outside the shield

now a small fix:

the range of the nullweapon should 1 point under the smalles range of the weapon of some unit

the whole thing will not happen anymore

your units stand on the spot and do not move as soon as an enemy is within reach

example:
a unit have 2 weapons
rockets with a range of 40
and one other weapon with a range of 30

if you set the nullweapon to 29, it will fixed it

###########################################################

by some special units i had more problems to fixed it

AEON: illuminated knight - paladin

he walked alone if an enemy unit comes in range of the rockets
nothing wanted to help
its a very nice unit an i use them often

i have to change the range of the rockets to the range of the other weapons and that solved the problem

this is just a temporary solution
i need help with some units

but I could use the unit first

If you do not believe me, I can do a replay
and show you what i mean
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Re: Transport Bug when carrying Total Mayhem units.

Postby Uveso » 26 Apr 2019, 13:39

anubis_85 wrote:the range of the nullweapon should 1 point under the smalles range of the weapon of some unit
the whole thing will not happen anymore


Yes, but then you can remove the nullweapon compleatly because it has no longer a meaning.

Btw, nullweapon on the paladin is the "AAAZealotMissileWeapon". So its not a nullweapon (not working or empty), its a missile weapon.
In this case it has a meaning ^^


anubis_85 wrote:i have to change the range of the rockets to the range of the other weapons and that solved the problem


Well, the reason why the unit is moving to the target is not the range itself.
There is a value that is forcing the unit to move:
Code: Select all
AutoInitiateAttackCommand = true,
Change it to:
Code: Select all
AutoInitiateAttackCommand = false,

and the unit is no longer moving automatically.
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