Posted: Fri Jan 12, 2018 9:53 pm Post subject:
battle fortress suddenly move so slow...
hey, whats up.
what could be causing a battle fortress suddenly slowing down? was hunting with a few battle fortresses and one of them slowing down to speed=1, and it stays that way.. here is the code, its pretty much the same as the one in game.
Isn't a crusher unit slowing down when crushing something?
Maybe it was about to crush something, when that object got destroyed before it was crushed, thus the slower crushing speed never got a chance to end the routine like in a constant crush state. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Was this permanent, even after the units all stopped and then were ordered to move somewhere else again?
yes, it become permanent, its like one or more spark plugs unexpectedly dies in its engine, doesn't matter what you do next, repaired, unit reaches veterancy etc, still remain slow, have a total of 4 that time and only this one move really really slow. and it was also not smooth, imagine you constantly spamming the attack button while the unit is moving, thats the speed. it never look right again.
Lin Kuei Ominae wrote:
Maybe it was about to crush something, when that object got destroyed before it was crushed, thus the slower crushing speed never got a chance to end the routine like in a constant crush state.
sounds like this is a known problem? i dont remember what was happening before that, for sure it kills and crushes tons of infantry and smaller tanks, with 10 infantry inside each battle fortress, tons of the enemy dies before the battle fortress could run them over. maybe you are right, i'll try to reproduce this. at worst i may have to change the movementzone to normal QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 13, 2018 6:24 am Post subject:
Think this is caused by Accelerates, actually and IIRC it happens if the unit is stopped before it reaches it's max speed. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I can confirm this happened to me when Rhinos-turned-Apocs crushed the sandbags after exiting the transports in the second Soviet mission in RA2.
It's rather rare, as the tanks don't always attempt to go though the sandbags. And even then there's a small chance of this bug occurring. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I can definitely confirm this one. I never noticed it until playing YR mods for the first time, but I have seen it many times, and it occurs in my own mod every so often as well.
As Graion pointed out, Accelerates sounds like a good culprit, as I've only found the bug on slow units (Speed=4 or less) with Accelerates=yes. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
i can't reproduce the problem, it only happened twice, the only thing i changed from the default code is accelerates=true/yes, because the battle fortress i downloaded is huge, looks about 3 times the size of the original one, having the unit instant reach top speed looks weird.
i think it may have something to do with accelerates=true + movementzone=crusherall combo.. because i have all the other big tanks with accelerates=true but movementzone=normal/destroyer never had this problem before.
and also i just remembered that AI controlled battle fortress also can get this problem lol! i already changed the code to =false now, hopefully this never happen again. QUICK_EDIT
yep, i raised the value to make sure the unit wouldnt get rocked by big explosion, some warhead type with rocker=yes for the example, i am not sure if there is a max value for that, i even have a few unit that is weight=100
wrong, MovementZone is only for pathfinding.
You have to change the Locomotor for actually having it go subterranean _________________ SHP Artist of Twisted Insurrection: Nod buildings
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