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Techno attachment logic #352
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ok yet another TODO with current things to finish
Known issues:
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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:
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The collisions are a little broken, they need to be fixed. vid_muted.mp4 |
compiled-dll-57594129a99096552a449eace1ffdf3527bd27ac.zip
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Nightly build for this pull request:
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Transports appear to be fixed. When the build finishes please test if anything that is linked with loading up passengers (initial passengers, reinforcements w/ paradrop etc) is broken. |
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I just had an instance of this happening in the newest build, except for the "walker" locomotor. I'll see if i can trigger it again. |
Yup, it definitely happens. Can't really get it to trigger when just moving units, but if they are moving and then they try to attack, then they might walk right on top of eachother trying to get in attack range. |
With @Metadorius we found bug with |
Good news, this might not be a Phobos or this build issue, as i managed to get it with just Ares alone. Bad news, that probably means that the walker locomotor is unsafe to use... |
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. |
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}