Forged Alliance Forever Forged Alliance Forever Forums 2013-09-27T12:57:01+02:00 /feed.php?f=2&t=5279 2013-09-27T12:57:01+02:00 2013-09-27T12:57:01+02:00 /viewtopic.php?t=5279&p=54602#p54602 <![CDATA[Re: Exploding units at give]]>
Heres something as a reward: :D
Spoiler: show
Image

Statistics: Posted by Marko Box — 27 Sep 2013, 12:57


]]>
2013-09-27T05:24:10+02:00 2013-09-27T05:24:10+02:00 /viewtopic.php?t=5279&p=54584#p54584 <![CDATA[Re: Exploding units at give]]> Statistics: Posted by stalewee — 27 Sep 2013, 05:24


]]>
2013-09-27T04:37:25+02:00 2013-09-27T04:37:25+02:00 /viewtopic.php?t=5279&p=54582#p54582 <![CDATA[Re: Exploding units at give]]>
aibrain.lua, line 1121:
Code:
WaitSeconds(1) -- to prevent units triggering death explosions

local killacu = self:GetListOfUnits(categories.ALLUNITS - categories.WALL, false)
if killacu and table.getn(killacu) > 0 then
    for index,unit in killacu do
        unit:Kill()
    end
end


Maybe reduce the WaitSeconds(20) in beginning of KillArmy() also? It's a long delay before you get units of a dead player, maybe half it or something (unless it's 20 for a specific reason)

I don't have commit access to my bitbucket atm so hopefully Ze_Pilot can patch this in.

Haven't found anything useful about the intel loss at give, I'm afraid it may be hidden within the engine?

Statistics: Posted by Crotalus — 27 Sep 2013, 04:37


]]>
2013-09-27T03:21:30+02:00 2013-09-27T03:21:30+02:00 /viewtopic.php?t=5279&p=54580#p54580 <![CDATA[Re: Exploding units at give]]> Statistics: Posted by stalewee — 27 Sep 2013, 03:21


]]>
2013-09-27T02:13:55+02:00 2013-09-27T02:13:55+02:00 /viewtopic.php?t=5279&p=54577#p54577 <![CDATA[Exploding units at give]]>
Is that possible to fix? Any hints what lua-files to look in would be appreciated.

Statistics: Posted by Crotalus — 27 Sep 2013, 02:13


]]>