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deploying
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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Mar 14, 2009 10:12 am    Post subject:  deploying Reply with quote  Mark this post and the followings unread

I didnt find any tutorial about it so Im asking, is it possible that vehicle can deploy to another vehicle what cant move and turn? Thanks!

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Mar 14, 2009 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

no, has to deploy into building.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 14, 2009 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

as Lt Albrecht said, you can deploy units only into buildings.
But you can use the building only as a intermediate step.
e.g. Unit A deploys into Building B and Building B undeploys into Unit C

However you also can't undeploy into a unit which can't move/turn. I tested this a while ago and came to the result, that the unit still tries to move to the next cell, even if it can't move.
I tested Speed=0, a changed SpeedType with 0% on ground and Locomotor=statue. All three didn't work. The unit stayed visually on the same cell, but since it tried to move to the next cell and the movement was aborted, the unit got stuck in the movement, which made it not deployable, not turnable and uncontrollable anymore.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Mar 14, 2009 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, thanks again.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Mar 14, 2009 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for double posting but this is the situation: I made a new advanced artillery with turret ( not deployable version ) and it works almost fine. It moves and fires but after firing it cant move. Help Please !

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 14, 2009 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

that's strange. I've never heard of such a problem.
post the code, so we can check it.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Mar 14, 2009 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rules.ini
[ARTIL]
Name=Artillery
Prerequisite=NAWEAP,NARADR
Primary=155mm
Category=LRFS
Strength=300
Turret=yes
Armor=light
TechLevel=6
Sight=9
Speed=1
Owner=Nod
AllowedToStartInMultiplayer=no
Cost=975
Points=35
CrateGoodie=yes
ROT=1
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
NoMovingFire=yes
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Crusher
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=SELF_HEAL
ZFudgeColumn=10
ZFudgeTunnel=14

Art.ini
[ARTIL]
Cameo=ARTYICON
Remapable=yes
TurretOffset=-64
PBarrelLength=224
Voxel=yes
PrimaryFireFLH=0,0,64

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Mar 14, 2009 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

i assume NoMovingFire=yes and Speed=1 are the problem, since the rest of the code seems to be ok.

Due to Speed=1 being a marginal case (close to 0), i would suggest trying Speed=2 or removing the NoMovingFire=yes key.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Mar 14, 2009 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes its working now. Thanks Lin

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