Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 10:50 pm
All times are UTC + 0
Crusher problem
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed Dec 23, 2009 10:08 am    Post subject:  Crusher problem
Subject description: Just curious...
Reply with quote  Mark this post and the followings unread

I've made the Apocalypse able to crush tanks and walls. But something is bugging me: for some reason, the Apocalypse drives very slowly when I order it to attack, as if its trying to crush something. It then drives at this speed until I order it to run over a wall. It drives at normal speed after that. Is this a common bug and does it only affect vehicles with turrets (cuz there's nothing wrong with the Battlefortress)?

Also, any fix for it?

_________________
The future belongs to The Forgotten!

Back to top
View user's profile Send private message
001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Dec 23, 2009 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably the glitch were it tries to chase after something but you order it to go somewhere else... it happens in normal RA2 and YR too for me.

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 23, 2009 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably due to its acceleration. I don't use OmniCrusher though since it makes the unit always move up to its target, and generally do this slow behaviour.

Back to top
View user's profile Send private message Send e-mail
ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed Dec 23, 2009 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

try add:
AccelerationFactor=5
DeaccelerationFactor=5
and se the results

_________________
"I'll be staying strapped cuse my mac-eleven make my nuts bigger"

Back to top
View user's profile Send private message
Crap Guy
Soldier


Joined: 07 Dec 2009
Location: ???

PostPosted: Thu Dec 24, 2009 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
try add:
AccelerationFactor=5
DeaccelerationFactor=5
and se the results


Then the speed would be the same because they have the same integers.

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 24, 2009 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Those "integers" only effect the unit when it starts moving or if it nears it destination.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1348s ][ Queries: 11 (0.0072s) ][ Debug on ]