Forged Alliance Forever Forged Alliance Forever Forums 2013-11-17T13:41:12+02:00 /feed.php?f=2&t=5785 2013-11-17T13:41:12+02:00 2013-11-17T13:41:12+02:00 /viewtopic.php?t=5785&p=58225#p58225 <![CDATA[Re: Possible work-around for mobile factory limitation?]]>
Domino wrote:
Might the 'build missile'-command from ACU and strat. sub be used to achieve build + move?


no, the build missile toggle is kinda of an ability, basicly what happens when the toggle is clicked is a timer starts
when it completes it gives you a missile, replicating that code is fairly easy but useless for buidling units.

but it does give me an idea for build move, it would be medium difficulty to achieve, but yeah its possible.
it means creating creating a fake "build" command from construction.lua with a simcallback with the required
data to make the mobile facs place the unitmesh + build effect at the correct position and run a timer for
the build.. when the build timer finished, run the rolloff command.

i cannot do this, as i have to much on already..

as for fixing the fore on units, its actually really simple. just hook the mobile fac units scripts and copy the idlestate state to a new function
which will be back something like idlestate1 then just change the refferance to idlestate to idlestate1, you need to also remove the setbusy calls.

Code:
    IdleState1 = State {
        OnStartBuild = function(self, unitBuilding, order)
            --self:SetBusy(true)
            TMobileFactoryUnit.OnStartBuild(self, unitBuilding, order)
            self.UnitBeingBuilt = unitBuilding
            self.PrepareToBuildManipulator:SetRate(self.PrepareToBuildAnimRate)
            ChangeState(self, self.BuildingState)
        end,

        Main = function(self)
            self.PrepareToBuildManipulator:SetRate(-self.PrepareToBuildAnimRate)
            self:DetachAll(self.BuildAttachBone)
            --self:SetBusy(false)
        end,

    },

Statistics: Posted by Domino — 17 Nov 2013, 13:41


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2013-11-17T13:19:22+02:00 2013-11-17T13:19:22+02:00 /viewtopic.php?t=5785&p=58222#p58222 <![CDATA[Re: Possible work-around for mobile factory limitation?]]>
Domino wrote:
hey,

http://youtu.be/cMQvcgcWHwY

just took a real look at this, making it build while moving is impossible, you cant have it do 2 seperate orders at the same time,
however, having it fire on targets in range is actually easy, you cant command it to fire on units, because that would be again
2 different orders, but we can let it defend its self or hold down a supressing fire while building..


Hey Domino, care to explain what you did to fix the build + fire issue? Can we get this implemented for all mobile factories in the next patch?

Getting build + fire to work reliably is already a step forward. Getting build + move to work would make it complete, though...

Might the 'build missile'-command from ACU and strat. sub be used to achieve build + move?

Statistics: Posted by Wakke — 17 Nov 2013, 13:19


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2013-11-17T13:08:03+02:00 2013-11-17T13:08:03+02:00 /viewtopic.php?t=5785&p=58221#p58221 <![CDATA[Re: Possible work-around for mobile factory limitation?]]>
http://youtu.be/cMQvcgcWHwY

just took a real look at this, making it build while moving is impossible, you cant have it do 2 seperate orders at the same time,
however, having it fire on targets in range is actually easy, you cant command it to fire on units, because that would be again
2 different orders, but we can let it defend its self or hold down a supressing fire while building..

Statistics: Posted by Domino — 17 Nov 2013, 13:08


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2013-11-17T10:26:25+02:00 2013-11-17T10:26:25+02:00 /viewtopic.php?t=5785&p=58209#p58209 <![CDATA[Re: Possible work-around for mobile factory limitation?]]> Statistics: Posted by errorblankfield — 17 Nov 2013, 10:26


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2013-11-16T16:37:57+02:00 2013-11-16T16:37:57+02:00 /viewtopic.php?t=5785&p=58157#p58157 <![CDATA[Re: Possible work-around for mobile factory limitation?]]>
Firing while moving should be possible in theory, but it's not a simple change, at least as far as Fatboy goes. I'm looking into it, but I'm not hopeful; it seems beyond my skill.

Statistics: Posted by IceDreamer — 16 Nov 2013, 16:37


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2013-11-16T01:32:36+02:00 2013-11-16T01:32:36+02:00 /viewtopic.php?t=5785&p=58140#p58140 <![CDATA[Re: Possible work-around for mobile factory limitation?]]>
ZLO_RD wrote:
Doesn't factory inside of aircraft carrier can build while move?
(make navy fac, start bild, bring air craft carier, set assist ground, fac will be inside of carrier, abd can build while move :D)


Care to elaborate here ZLO? :)

Statistics: Posted by Wakke — 16 Nov 2013, 01:32


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2013-11-16T01:11:28+02:00 2013-11-16T01:11:28+02:00 /viewtopic.php?t=5785&p=58139#p58139 <![CDATA[Re: Possible work-around for mobile factory limitation?]]> Statistics: Posted by Supremegod — 16 Nov 2013, 01:11


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2013-11-16T00:25:29+02:00 2013-11-16T00:25:29+02:00 /viewtopic.php?t=5785&p=58135#p58135 <![CDATA[Re: Possible work-around for mobile factory limitation?]]> (make navy fac, start bild, bring air craft carier, set assist ground, fac will be inside of carrier, abd can build while move :D)

Statistics: Posted by ZLO_RD — 16 Nov 2013, 00:25


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2013-11-15T22:08:50+02:00 2013-11-15T22:08:50+02:00 /viewtopic.php?t=5785&p=58127#p58127 <![CDATA[Re: Possible work-around for mobile factory limitation?]]> Statistics: Posted by Marko Box — 15 Nov 2013, 22:08


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2013-11-15T22:07:02+02:00 2013-11-15T22:07:02+02:00 /viewtopic.php?t=5785&p=58126#p58126 <![CDATA[Re: Possible work-around for mobile factory limitation?]]> Statistics: Posted by stormbeforedawn — 15 Nov 2013, 22:07


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2013-11-15T21:18:49+02:00 2013-11-15T21:18:49+02:00 /viewtopic.php?t=5785&p=58122#p58122 <![CDATA[Re: Possible work-around for mobile factory limitation?]]>
Supremegod wrote:
I don't see how this solves the problem?


What do you mean? Of course it would improve the situation?

For example, it currently takes a fat boy 33s to build a Percival. That's 33's during which the fat boy cannot move or fire. With the above, the fat boy would only be out of action for 1s or so.

Statistics: Posted by Wakke — 15 Nov 2013, 21:18


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2013-11-15T21:14:43+02:00 2013-11-15T21:14:43+02:00 /viewtopic.php?t=5785&p=58121#p58121 <![CDATA[Re: Possible work-around for mobile factory limitation?]]> Statistics: Posted by Supremegod — 15 Nov 2013, 21:14


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2013-11-16T15:20:38+02:00 2013-11-15T20:58:32+02:00 /viewtopic.php?t=5785&p=58119#p58119 <![CDATA[Possible work-around for mobile factory limitation?]]>
However, would the following be a good/feasible work-around? :

When selecting a unit to be built, it is built instantly (this could be implemented simply by giving the mobile factories very high build power). After this there is a 'cooldown' during which no units can be built. The cooldown period is equal to the buildtime of the unit previously built, or if the latter is not possible, a constant cooldown can be used.

While not the ideal solution, the mobile factory unit is now only interrupted for a split second when popping out a unit.

It might be hard to combine this with build queues, but I for one could live without them on mobile factories.

Note also that the insta-build means a sharp sudden hit on your mass and energy storage, but I don't see this as such a problem. In fact, it fits quite nicely with them being 'experimental' factories, and would put greater focus on building storage.

Statistics: Posted by Wakke — 15 Nov 2013, 20:58


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