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Passenger Logic Bugginess...
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Dec 14, 2012 9:07 am    Post subject:  Passenger Logic Bugginess... Reply with quote  Mark this post and the followings unread

1) As far as I know Gunner & Gatling Units need to deploy twice (first for the actual passengers and another one for the Pilot) For some buggy reason this also affects Gatling Units even though they shouldn't... freedom fighter said he hasn't encountered this...

freedom fighter wrote:
Nope, never had that problem. All the passengers disembark in one click.


Anybody care to explain how this isn't happening for him?

2) Also is there a way to make a unit decloak when unloading?

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Dec 14, 2012 2:02 pm    Post subject: Re: Passenger Logic Bugginess... Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
1) As far as I know Gunner & Gatling Units need to deploy twice (first for the actual passengers and another one for the Pilot)

Are you talking about Operator logic?
I am not using it and therefore not familiar with it.

Atomic_Noodles wrote:
Anybody care to explain how this isn't happening for him?

Well, maybe it is better if he replies here to post you codes or such. Or either he is using different branch. I do not know other possible thing why this problem occurs.


Atomic_Noodles wrote:
2) Also is there a way to make a unit decloak when unloading?

Ah, nice idea making stealth Miner to decloak when unloading. Never checked out that. I do not think it can be make by regular way, but try to mess with UnloadingClass, however that is more related to visual and weapons only.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Dec 14, 2012 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

1 is General Passenger Logic, Try giving a Gatling Unit Passenger Slots (Say 3) For the Gunner Unit this is logical. But on Gatling Units its a bug as you have to deploy the first passenger which the game counts as a "Pilot" which should only be affecting Gunner Units (Like the IFV if given more passenger slots)

2 isn't about a Miner its more of for a Stealth APC, where he uncloaks when he unloads the passengers.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Dec 14, 2012 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well sorry that I cant help you much except for testing stuff.
So here, I checked what you said, I added this:

PipScale=passengers
Passengers=3
SizeLimit=2

And yes, Gattling tank needs twice to be ,,deployed", to eject infantry.
First time I double click on him, he ejects two initiates, one is still left inside tank. Second time when I double click, then third one exit.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Dec 31, 2012 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the bump, but I think it's caused by the multi-weapon logic the gatt unit has, which is somewhat the same with the IFV. Try the passenger logic on the prism tank, maybe I'm right. #Tongue I'm not at my laptop right know, so can't help testing it.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Dec 31, 2012 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep its multi-weapon units. ChargeWeapons,Gatling Weapons,

Vanilla Units E.G:
Gatling Tank
Prism Tank
IFV

The "Logic" only benefits more or less for the IFV (Since you might want to keep the Gunner inside and the other passengers out) for ChargeTurret Units like the Prism Tank or the Gatling Tank it more or less is a "bug"

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Dec 31, 2012 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

ChargeTurret works with only 1 weapon, though. Even though it uses the WeaponX logic, only the first declared weapon is actually used. It probably still invokes this bug, but calling such unit a multi-weapon one seems tad bit misleading.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Dec 31, 2012 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Let's just say the unit uses multi-weapon logic much like the IFV, eventhough it doesn't have multiple weapons. #Tongue maybe Alex or Graion could shed us some light with the bug.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 31, 2012 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm a human. At least I want to refer myself as one. And humans party on New Years Eve not debug. #Tongue

I'm gonna take a look later.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jan 02, 2013 7:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Whenever a unit with TurretCount>0 unloads its passengers, it will keep the last passenger. I can't say much about the intention here. Gattling, Gunner and Charge Turret logics should be affected by this. Don't ask me why they haven't tied it to gunner directly.

IsChargeTurret is supposed to only use Weapon1 and EliteWeapon1. At least this is what ModEnc says.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jan 02, 2013 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Leaving the first passenger should only happen on Gunner Units since they're the only units which functionally gain more finer controls with passengers (Since Gameplay-wise, The First Passenger isn't usually deployed by choice of the player)

Units with IsGatling or IsChargeTurret shouldn't be affected by the "Must Double Undeploy" Bug.

To be simple...

Shouldn't work on IsGatling & IsChargeTurret but should work on Gunner

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