Posted: 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
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.
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. QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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