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Techno attachment logic #352
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Q: How do I make turrets that don't act like a separate unit? (can't be targeted, destroyed, don't have health) |
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chrono: ic: chaos: temporal weaps: |
BuildingTypes have several bugs. Attached BuildingTypes keep their anims when removed from the map if deployed and BuildingTypes attached to a movable techno will be placed at the position the parent was created until the parent techno deploys or is destroyed. Chronosphere-ing a unit with attached BuildingTypes will also rarely create impassible/unbuildable terrain when the parent deploys/is destroyed. Having a child techno be important to the game ending (e.g. being the last building) the game will simply not end when destroyed. |
Attach passanger to a projectiles:
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Crash on having attached base destroyed and continuing-despite-short-game-on bug I mentioned earlier then creating a new attached building. Code, video, and snapshot in link below. |
Wish: |
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Implement ParentDestructionMission & ParentDetachmentMission "Fixed" chronowarping children Add children skip for ChronoWarp Rewritten and fixed a hook Loop over attachment AI separately from other AI routines
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Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
TY @ZivDero for help with a lot of those. |
first vehicle hasnt any TA. Desktop.28-04-2025.6-21-54.AM.mp4 |
After months constantly using TA and making one of my factions totally dependent of TA, i need to ask for some requested features: -If child techno die also parent will die, the child object as the main unit is usefull in many scenarios. |
almost all of the requested features are planned, but I currently lack motivation/capacity to work on almost any programming stuff. sorry :( |
maybe I can help with |
would be appreciated. also check out the todo list on the second post |
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Attachment
({C5D54B98-8C98-4275-8CE4-EF75CB0CBE3E}
) locomotor is automatically casted on a unit. You may also specify it in the child unit types manually if the unit is not intended to move without a parent (f. ex. a turret).In
rulesmd.ini
:{C5D54B98-8C98-4275-8CE4-EF75CB0CBE3E}
TODO:
AttachmentX.IsOnBarrel
(?)Known issues: