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deploy/undeploy loop
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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Thu Jan 08, 2009 10:18 pm    Post subject:  deploy/undeploy loop
Subject description: *solved*
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I have a tank that has DeploysInto=<some>; the building has UndeploysInto= <tank>; I set it so you can only build the tank.
The tank deploys into building but the building won't further comply.
Am I missing something?
Thanks in advance.

Last edited by mireazma on Fri Jan 23, 2009 5:02 pm; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Jan 08, 2009 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Am I missing something?

Post the codes.

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Fri Jan 09, 2009 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The tank:
Code:

[GGTANK] ; mzm - mobile gap generator
UIName=Name:GGTANK
Name=Mobile Gap Generator
Prerequisite=GAWEAP;,GATECH
Nominal=yes
Category=Support
Strength=600
Armor=medium
Primary=none
;Turret=yes
TechLevel=6
Sight=5
Speed=3
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Cost=1000
Soylent=1000
Points=50
ROT=5
Crusher=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;VoiceSelect=MGGSelect
;VoiceMove=MGGMove
;VoiceAttack=MGGAttackCommand
DieSound=GenVehicleDie
;MoveSound=MGGMoveStart
CrushSound=TankCrush
DeploySound=SlaveMinerDeploy
VoiceDeploy=SlaveMinerDeployVoice
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
;Weight=3.5
MovementZone=Crusher
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=no
ImmuneToPsionics=no
ImmuneToRadiation=no
Size=4
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
DeploysInto=MGG
DeployFacing=0;0 = N, 7 = NW
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=no; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Parasiteable=yes
Unsellable=yes
Turret=yes

The building:
Code:

[MGG] ; mzm
UIName=Name:MGG
Name=Mobile Gap Generator
BuildCat=Combat
GapGenerator=yes
GapRadiusInCells=6
SuperGapRadiusInCells=6
TechLevel=-1
Adjacent=2
HasRadialIndicator=true
Strength=600
Armor=wood
Sight=5
Points=30
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Power=-100
ExtraPower=-9000
Powered=true
Capturable=false
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=4
MinDebris=2
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 150
AIBuildThis=no ; commented out so that it's easier to debug base building
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
BaseNormal=no
UndeploysInto=GGTANK
ClickRepairable=no
DeployFacing=0;0 = N, 7 = NW
;VoiceSelect=MGGSelect
;VoiceMove=MGGMove
;VoiceAttack=MGGAttackCommand
DeploySound=SlaveMinerUndeploy
VoiceDeploy=SlaveMinerUnDeployVoice
Unsellable=yes
Trainable=no

Thanks for replying.

EDIT:
In topic someone suggested the use of some extra dummy building and free unit in order to make the mobile gap generator work; I thought it'd be simpler to just use deploy/undeploy like smin/yarefn use...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jan 09, 2009 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Try removing DeployFacing= from the building

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Fri Jan 09, 2009 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The same...
Maybe it's hard-coded or something? Very Happy

Here's the artmd.ini section for the building, in case it makes a difference:
Code:

[MGG]
Image=GGTANK
Remapable=yes
Foundation=1x1
Height=2
;Buildup=GAGAPMK
;DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
CanHideThings=False
CanBeHidden=True

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jan 09, 2009 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your using the vxl for the building art? o.0

Buildings need a build up to fully work too BTW so try using a dummy image & see if that works.

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Wed Jan 14, 2009 3:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

You were right! the buildup caused it not to undeploy!
But it keeps saying "new rally point established" when I click somewhere to go

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jan 14, 2009 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats unavoidable bug unless u disable eva event

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Thu Jan 15, 2009 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. I tried to change the BuildCat= in order to maybe trick the rally point thing but in vain.
As for the DeployFacing= as the direction setting, it works ONLY if the same value is set to building too.

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Fri Jan 16, 2009 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
thats unavoidable bug unless u disable eva event

Not entirely... if you have ConstructionYard=yes set, that takes care of it too. Has AI effects too though, IIRC.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Fri Jan 16, 2009 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

IsBaseDefense=yes to the buidling

or

TickTank=yes to the unit

one of those should work Confused

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Jan 16, 2009 4:04 am    Post subject: Reply with quote  Mark this post and the followings unread

ExtraPower?

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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Fri Jan 23, 2009 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

@Allied General:
good idea! Eva's nre isn't indispensible

@Beowulf:
I'm not taking my chances.

@AprilWar:
neither works.

@DaFool:
I've just C/P the code Very Happy

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