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InitialPayload bugs
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Feb 10, 2016 7:32 pm    Post subject:  InitialPayload bugs Reply with quote  Mark this post and the followings unread

InitialPayload+Naval=AI ignores trigger

If a trigger uses taskforce that only contains naval with initialpayload unit,the trigger wont be fired.
If add another naval unit without initial payload, ai produces both types.
If add another non-naval unit trigger wont be fired.

To make things work....I can just add something without initial payload for AI but that's not really a good solution.

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Last edited by kenosis on Thu Feb 11, 2016 1:25 pm; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Feb 11, 2016 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Result2:
Initial Payload + flying carrier= IE
flying carrier with initial payload or normal helicopter+ initial payload carrier, both causes IE

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Feb 11, 2016 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's unfortunate. I don't think I'll go back to Initial Passengers, though.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Feb 11, 2016 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
Result2:
Initial Payload + flying carrier= IE
flying carrier with initial payload or normal helicopter+ initial payload carrier, both causes IE


I'm not getting any crashes for these cases. Can you describe your setup in more detail?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Feb 11, 2016 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

AI issue is closed. Bug found.
Naval AI won't be triggered if 1)not all units are naval or 2)there is no unit in the taskforce that has no passenger slot(initial payload).------just guessing.

Perhaps in case 2 ai considers all to be landing craft.

This is the drone used. the weapon makes no difference so changed it to 20mm. It never returns to the launcher on land but can return to air carrier.
Hmm. if something is wrong, it should be the drone and the carrier. tried initial payload with many other regular weapons and no errors.
IE happens totally random.

Code:

[SLAYDRON]
UIName=Name:SUBMN
Name=Sub Munition
Crewed=no
AACombat=yes
Prerequisite=NACNST
Primary=20mm
FlightLevel=500
Selectable=no
SlowdownDistance=0
Strength=200
Category=AirPower
Armor=sedan
TechLevel=-1
Sight=3
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Explodes=yes
Trainable=no
Speed=20
FlyBy=true
PitchAngle=0
OmniFire=yes
Owner=none
Cost=90
Points=20
ROT=6
Ammo=99999
;ConsideredAircraft=yes
AirportBound=no;yes
GuardRange=30
Explosion=S_BRNL30_2
MaxDebris=2
IsSelectableCombatant=yes
DieSound=
MoveSound=
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=10
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
Crashable=yes
Spawned=yes
DontScore=yes



But anyway.....there is a noticeable bug: when a tank is created with some occupier infantry, when it drives near civilian building, the passenger will attack the building as if trying to occupy it. Seems AI handles them not as usually created and entered passenger, but separate units.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Feb 11, 2016 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you have a flying carrier with a fighter that doesn't land, make sure your carrier has FlightLevel higher than the aircraft, otherwise they will get stuck.
To be safe, the FlightLevels should look like this: if the fighter can land, then it should have higher FlightLevel than the carrier, otherwise it should be lower.

Second, Selectable=no is unacceptable on spawned aircraft. It sometimes causes them to try to fly out of the map border, which then causes the game to crash. Thus the random IEs you're facing. #Tongue

And i can confirm the Naval=yes + InitialPayload issue. I think a note about it in the documentation will suffice, though, since it's not something that completely prevents this feature from being used.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu Feb 11, 2016 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
But anyway.....there is a noticeable bug: when a tank is created with some occupier infantry, when it drives near civilian building, the passenger will attack the building as if trying to occupy it. Seems AI handles them not as usually created and entered passenger, but separate units.


That's not something special to InitialPayload. It is a problem of OpenTopped. My AI is also sometimes doing this with its defencive APC/Ranger forces.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Feb 11, 2016 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. It's probably selectable=no issue.
NPExt fixed that so nobody noticed it here.

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Mammamia_M
Medic


Joined: 28 Jun 2018
Location: No Zuo No Die Star

PostPosted: Mon Mar 04, 2019 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread


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