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Can train logic work on normal vehicle?
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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Wed Sep 20, 2017 5:02 am    Post subject:  Can train logic work on normal vehicle?
Subject description: Please, I'm Scared, it doesn't make sensable for me
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Hello, 2 weeks ago i'v tried make a mechapede for RA2/YR, I'v made separated segments for its bodies, and from it I'v thinked to make it with train logic, with hopefully i can make it's body can be continued like mechapede in KW.
But I thought wrong, every part of it can moving with independently without the head, and the bodies can crushing each other, however i'm not making it to be an Omni Crush or crusher like Battle fortress. Next some people told me if it can be controlled by civillian, i think it's ok and next i trying it again, but accidently it keep doesn't work, and now the separated body can follow my tank and it's attacking everything on my base. It's doesn't make sensable for me, Are there somebody can help me to solve it? please i'm needed it now. Sad

Code:
[MechHead]
UIName=Name:Mechapede
Name=MechapedeHead
Strength=400
Category=AFV
Armor=heavy
TechLevel=-1
Sight=8
Speed=7
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Points=10
ROT=5
Cost=200
Soylent=500
DamageParticleSystems=SparkSys,SmallGreySSys
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
TiberiumHeal=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ImmuneToPsionics=no
ImmuneToRadiation=yes
Trainable=no
Weight=3.0
SlowdownDistance=700
DeaccelerationFactor=0.001
MovementZone=Normal
AccelerationFactor=0.01
IsTrain=yes
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
Bombable=yes
Size=3
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop

DefaultGuardArea=yes
Primary=20mmRapid
IsTilter=yes
TooBigToFitUnderBridge=true
Crushable=no

[MechA]
UIName=Name:Mechapede
Name=Mechapede Power
Nominal=yes
Strength=400
Category=AFV
Cost=200
Soylent=500
Armor=heavy
TechLevel=-1
Sight=6
Speed=7
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Points=10
ROT=5
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
Weight=3.0
Passive=yes
IsTrain=yes
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
TiberiumHeal=yes
Crewed=no
Selectable=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ImmuneToPsionics=no
ImmuneToRadiation=yes
Trainable=no
Bunkerable=no; Units default to yes, others default to no
Size=3
Turret=yes
Bombable=yes
Accelerates=false

Primary=RadBeamWeapon
OpportunityFire=yes

ZFudgeColumn=8
ZFudgeTunnel=13

IsTilter=yes
TooBigToFitUnderBridge=true
Crushable=no



bandicam 2017-09-20 11-41-55-716.png
 Description:
Separated
 Filesize:  645.51 KB
 Viewed:  802 Time(s)

bandicam 2017-09-20 11-41-55-716.png



bandicam 2017-09-20 11-41-15-595.png
 Description:
Crushing Each Other
 Filesize:  472.21 KB
 Viewed:  802 Time(s)

bandicam 2017-09-20 11-41-15-595.png



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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Sep 20, 2017 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

It's just not possible how you want it for player controllable unit, the train logic you enabled (which only provides crush obstacles part) does not provide any kind of linking several units into each other thing, that part is mapping thing with the railroads.

Mechapede can not be done in RA2/YR (unless somebody writes all new game logic), its wayyy more complex than any of the train systems available which were not designed with something like that in mind.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 20, 2017 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Works as a unit placed on a map only, since it needs the "Follows ID" property to be set (which you can only set with the map editor).

In addition can't this work as a player controlled normal unit, since train logic depends on the locomotive to never turn more than 45° in one step. 90° or higher turns disconnect the wagons.
A manually controlled locomotive would thus disconnect very fast from its wagons, since the player isn't following a carefully laid out tracks path.

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Anti-Surface
Vehicle Driver


Joined: 27 Aug 2017
Location: A South East Asian

PostPosted: Thu Sep 21, 2017 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the solutions. Smile

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