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What is a good way to keep naval transports from failing?
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Wed Jan 27, 2021 5:18 am    Post subject:  What is a good way to keep naval transports from failing? Reply with quote  Mark this post and the followings unread

In mission maps what is a good way to keep naval transports from failing?

Its seems like quite often they will not load, they just sit and do nothing...

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SteamsDev
Soldier


Joined: 12 Mar 2017

PostPosted: Wed Jan 27, 2021 3:39 pm    Post subject: Re: What is a good way to keep naval transports from failing? Reply with quote  Mark this post and the followings unread

MadHQ wrote:
In mission maps what is a good way to keep naval transports from failing?

Its seems like quite often they will not load, they just sit and do nothing...


From my experience, every transport you make has a 50/50 chance of doing what you actually want it to do. The best way to get transports to work is as follows:

- First, when you create the team, make sure you have "Loadable" checked and "Full" unchecked. This means that there is a transport ready to be loaded and it is not yet full. You can also use "AvoidThreats" to help the transport navigate through enemy territory.

- Second, in the Script for the transport, you should first make sure the team is on level ground, so route them to a waypoint that is on flat terrain (aka Move to Waypoint XX) and then do "Load onto Transport" and see what happens.

- Alternatively, spawning in a transport with units layered on top of it will automatically load those units into the transport, meaning that you can route them to where you want to be, unload them, separate the teams, and then have the strike force do its thing. It also means you don't have to worry about producing those units directly. Just make sure the team is spawned off the map.

That's about all I can tell you. Just try not to muck it up and you should be okay. I might get back to map testing so I'll update you on what I find.

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