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Paradrop Veterancy Bug
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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Sat Jun 19, 2021 3:14 pm    Post subject:  Paradrop Veterancy Bug Reply with quote  Mark this post and the followings unread

Hi all, Im looking for help with a Paradrop Veterany Bug in my Mission.

Ive a Paradrop that drops units ingame. However when fired upon the units refuse to die until they hit the ground. Each enemyfire 'Kill', is registered though and promotes the units that are firing upon them in this case Cosmonauts, but SAM sites and IFVs don't appear to be getting kills either, which leads me to think that its connected to the paradrop.

The Lasers are set to AG and AA.

The units Sequencing looks fine as does the coding. The paradrops are set correctly.
The Cosmonauts don't have this bug with any other ingame feature, its just connected to the paradrop where they gain this unfair promotion.

Does anyone have an idea as to the cause please.

[ROBOASequence]
Ready=0,1,1
Guard=0,1,1
Prone=86,1,6
Walk=8,6,6
FireUp=164,6,6
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=212,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Paradrop=305,1,0
Cheer=292,13,0,E
Panic=8,6,6



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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Sat Jun 19, 2021 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

May of figured this out myself. As I’ve used NotHuman in the units code.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sun Jun 20, 2021 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you reporting that NotHuman prevents paradropping units from truely dying until they reach the ground? And that after they reach 0 health while dropping, they give EXP for every hit? That sounds like a side effect of how NotHuman works.

In this case, if you still want to get the effect of NotHuman=yes (as in preventing normal human death animations like Electrocution or Virus death), then use DeathAnims= to specify their death animation. Make a separate SHP of their Die1 sequence, and use it as the DeathAnims=.

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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Sun Jun 20, 2021 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Silverwind, for getting back to me on this.
Yes your spot on with what I’m reporting.
I’d read about DeathAnims= and went looking for it.
The few ppl I spoke to were as mystified as me as there doesn’t appear to be a rules tag for DeathAnims, in the end I modified the Infdeath # on a few warheads (long way round), but it solved it.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 21, 2021 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Hold on, I remember this.

One of the RA2 mods I came across was masquerading as RA3 and somehow turned the Rhino Tank into an invisible InfantryType.
Side-effects included the thing never dying from, example, GI machine gun fire.
Every time it "died" whoever "killed" it got promoted.

Only way to really kill it was with electrical and nuclear warheads, anything else just got the killer promoted.
Not sure if regular tank shells also bugged out...

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Mon Jun 21, 2021 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Mon Jun 21, 2021 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok I’ll try it, worse it can do is cause an IE, and that’s an easy fix. Thanks guys.
Smile

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Concolor1
GDI Hacker


Joined: 16 Jul 2020

PostPosted: Mon Jun 21, 2021 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Certainly adding it does no harm, what is odd is that that it seems to stop the melt animation but not the electrocution one. I’d have to test it a bit more.

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