Forged Alliance Forever Forged Alliance Forever Forums 2019-04-26T13:39:11+02:00 /feed.php?f=47&t=13389 2019-04-26T13:39:11+02:00 2019-04-26T13:39:11+02:00 /viewtopic.php?t=13389&p=173984#p173984 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
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:
AutoInitiateAttackCommand = true,
Change it to:
Code:
AutoInitiateAttackCommand = false,

and the unit is no longer moving automatically.

Statistics: Posted by Uveso — 26 Apr 2019, 13:39


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2019-04-23T15:21:11+02:00 2019-04-23T15:21:11+02:00 /viewtopic.php?t=13389&p=173844#p173844 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]> 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

Statistics: Posted by anubis_85 — 23 Apr 2019, 15:21


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2016-11-08T21:33:55+02:00 2016-11-08T21:33:55+02:00 /viewtopic.php?t=13389&p=138592#p138592 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
Thank's for reporting this :)

Statistics: Posted by Uveso — 08 Nov 2016, 21:33


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2016-11-08T06:06:41+02:00 2016-11-08T06:06:41+02:00 /viewtopic.php?t=13389&p=138546#p138546 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]> Statistics: Posted by Goldy3 — 08 Nov 2016, 06:06


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2016-11-06T08:44:25+02:00 2016-11-06T08:44:25+02:00 /viewtopic.php?t=13389&p=138419#p138419 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
brnt2htt3 - Heavy Armored Tank
brpt3bt - Battle Tank
brot1mt - Medium Tank
brot2mt - Medium Tank
brpat2figbo - Fighter
brnt2potshot - Medium Artillery
brmt2medm - Advanced Riot Bot
brot2exm2 - Advanced Battle Tank
brmt2abt - Advanced Battle Tank
brnt1advbot - Advanced Battle Bot
brmt1at - Assault Tank
brmt1ht - Heavy Tank
brnt3advbtbot - Advanced Battlemech
brpt1asta - Assault Tank
brnt2ht - Heavy Armored Tank
brot3aa - Mobile Anti-Air
brpt1extank2 - Advanced Assault Tank
brnt2bt - Battle Tank
brmt1mt - Medium Tank
brnt3bt - Battle Tank
brnt2exlm - Advanced Light Assault Mech
brot1mtt3 - Medium Tank
brmt3advbtbot - Advanced Battle Bot
brnt1btt2 - Battle Tank
brnt2bm - Advanced Gatling Mech
brot1mtt2 - Medium Tank
brnt3aa - Mobile Anti-Air
brmt1btt2 - Battle Tank
brmt3ml - Rocket Battery
brmt3ht - Medium Tank
brot1btt2a - Battle Tank
brnat1advfig - Advanced FighterBomber
brmt3aa - Mobile Anti-Air
brot3exm1 - Advanced Support Tank
brmt2bm - Battle Mech
brnt2exm1 - Advanced Assault Bot
brot2ht - Heavy Hover Tank
brmt1bm2 - Light Battle Mech
brmt1bt - Battle Tank
brmt1btt3 - Battle Tank
brnt3bat - Experimental Mobile Artillery
brmt3rap - Assault Mech
brnt1mtt3 - Medium Tank
brmt2st - Stealth Tank
brmt2abtt3 - Advanced Battle Tank
brpat1advbomb - Advanced Bomber
brot3ml - Plasma Battery
brmt1exm1 - Advanced Light Mech
brot1btt2 - Advanced Battle Tank
brot3bt2 - Battle Tank
brnt1htt2 - Heavy Tank
brmt2ht - Heavy Armored Tank
brpt1bt - Battle Tank
brmat2advbomber - Advanced Stealth Bomber
brmt1extank - Advanced Battle Tank
brmt3lzt - Laser Tank
brnt3ml - Rocket Battery
brmt1bm - Light Rocket Mech
brpt1ht - Heavy Tank
brnt3doomsday - Prototype Mobile Fortress
brnt1htt3 - Heavy Tank
brot2exth - Advanced Tank Hunter
brnt2exmdf - Advanced Mobile Defense System
brnt1exm1 - Advanced Assault Tank
brpt1exm1 - Heavy Battle Bot
brnt3abb - Armored Battle Bot
brot1bt - Advanced Battle Tank
brot1btt3 - Battle Tank
brnt1mt - Medium Tank
brnat2fighter - Fighter
brmt2htt3 - Heavy Armored Tank
brnt1bt - Battle Tank
brnt1ht - Heavy Tank
brnt3ht - Heavy Tank
brot1exm2 - Advanced Assault Tank
brmt3bt - Battle Tank
brpt3ml - Thau Battery
brnt1mtt2 - Medium Tank
brot1exm1 - Advanced Assault Bot
brot3bt - Battle Tank
brot3abb - Armored Battle Bot

Did i miss one ? :)

New version of TM is here:
viewtopic.php?f=47&t=12248

Statistics: Posted by Uveso — 06 Nov 2016, 08:44


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2016-11-05T21:37:24+02:00 2016-11-05T21:37:24+02:00 /viewtopic.php?t=13389&p=138387#p138387 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>

Statistics: Posted by Goldy3 — 05 Nov 2016, 21:37


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2016-11-03T01:50:44+02:00 2016-11-03T01:50:44+02:00 /viewtopic.php?t=13389&p=138253#p138253 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
thanks for explaining this!

@Goldy3:

Thanks to Sprouto i know now, where i have to look at.
I'll check, if we can fix this "feature".

Statistics: Posted by Uveso — 03 Nov 2016, 01:50


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2016-11-01T17:13:12+02:00 2016-11-01T17:13:12+02:00 /viewtopic.php?t=13389&p=138177#p138177 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
Despite being initialized by the unit script to be disabled if used by a Human player, the weapon will be re-enabled by the standard OnTransportDetach function call. That function calls another (MarkWeaponsOnTransport) that will call the final, third function (SetOnTransport) that will re-enable ALL weapons not marked as CanFireFromTransport.

As Uveso rightly points out, each Total Mayhem unit that uses this would have to have it's own custom hooked function call -- not very practical.

Statistics: Posted by Sprouto — 01 Nov 2016, 17:13


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2016-11-01T02:15:03+02:00 2016-11-01T02:15:03+02:00 /viewtopic.php?t=13389&p=138154#p138154 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
...Auto-attacking should only occour if an AI is plaing the unit.
If we take a look inside the unitscript we see clearly:
Code:
if self:GetAIBrain().BrainType == 'Human' and IsUnit(self) then
    self:SetWeaponEnabledByLabel('autoattack', false)
else
    self:SetWeaponEnabledByLabel('autoattack', true)
end     

"autoattack" is the name of the weapon with "range = 200"
So, only if the controlbrain of the unit is not a human player we are using the autoattack weapon.

I don't now why the unit is using the AI weapon when we de-attach it from a transporter.
There is no script to tell the Unit to use the weapon.
Also unitcalls depending on transport like OnTransportDetach and OnDetachedFromTransport are not hooked or modified.

Sure we can add to every unit script a OnTransportDetach to make sure the weapon is set right.

But instead of changing every unit we should compleatly remove the AI stuff from all units, and let the real AI control them.
We can easily add a new platoonbuilder to the normal AI to move the units like before.
This will also speed up the simspeed because not every unit is using his own targetting script.

We also need some AI scripts to handle the special Tech1-Tech3 Experimentals.

I already changed some AI scripts with Total Mayhem to force the AI to build more experimentals.

On the other side i like it, that Total Mayhem units are acting different then in other mods. I use the Transport->autoattack glitch quite often :)

Statistics: Posted by Uveso — 01 Nov 2016, 02:15


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2016-10-31T19:42:28+02:00 2016-10-31T19:42:28+02:00 /viewtopic.php?t=13389&p=138142#p138142 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
Uveso wrote:
hello Goldy3,

Units from Total Mayhem are attacking enemy units in a way bigger radius then normal units.
This is caused by manipulating/adding a dummy weapon to the unit with huge weaponrange:

Code:
ProjectileId = '/mods/TotalMayhem/projectiles/NULLWEAPON/NULLWEAPON_proj.bp',
PrefersPrimaryWeaponTarget = true,
MaxRadius = 200,

This is a special feature not a bug :)


Did you know, there is a subforum only for Total Mayhem:
viewforum.php?f=47


That this unit behavior should be occurring all the time regardless wither or not the unit has disembarked from an transport?

Statistics: Posted by Goldy3 — 31 Oct 2016, 19:42


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2016-10-31T07:25:01+02:00 2016-10-31T07:25:01+02:00 /viewtopic.php?t=13389&p=138115#p138115 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>

Statistics: Posted by Uveso — 31 Oct 2016, 07:25


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2016-10-31T05:54:17+02:00 2016-10-31T05:54:17+02:00 /viewtopic.php?t=13389&p=138113#p138113 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>

Statistics: Posted by Goldy3 — 31 Oct 2016, 05:54


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2016-10-30T22:15:22+02:00 2016-10-30T22:15:22+02:00 /viewtopic.php?t=13389&p=138094#p138094 <![CDATA[Re: Transport Bug when carrying Total Mayhem units.]]>
Units from Total Mayhem are attacking enemy units in a way bigger radius then normal units.
This is caused by manipulating/adding a dummy weapon to the unit with huge weaponrange:

Code:
ProjectileId = '/mods/TotalMayhem/projectiles/NULLWEAPON/NULLWEAPON_proj.bp',
PrefersPrimaryWeaponTarget = true,
MaxRadius = 200,

This is a special feature not a bug :)


Did you know, there is a subforum only for Total Mayhem:
viewforum.php?f=47

Statistics: Posted by Uveso — 30 Oct 2016, 22:15


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2016-10-30T21:01:23+02:00 2016-10-30T21:01:23+02:00 /viewtopic.php?t=13389&p=138091#p138091 <![CDATA[Transport Bug when carrying Total Mayhem units.]]>
Here's a step by step.

1. Load TM units in a vanilla air transport (doesn't matter if it's T1, T2, or T3 Air Transport)
2. Disembark TM units from vanilla air transport.
3. Lose control of TM units, TM units act on their own without any player input (I.E will attack-move without player input). The A.I takes control of them.

This only affects TM units, other units (FA and Blackops) are unaffected.

Hope that helps.

Statistics: Posted by Goldy3 — 30 Oct 2016, 21:01


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