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Buildings with RepairWeapon - constant attack?
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Askhati
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Joined: 22 Dec 2009

PostPosted: Thu Jan 21, 2010 5:35 pm    Post subject:  Buildings with RepairWeapon - constant attack? Reply with quote  Mark this post and the followings unread

I've been experimenting with making a repair turret for fixing up my naval units. I did not see the point in making a GADEPT clone - doesn't make much sense on water - so I made a waterbound turret instead, armed with a turret and a RepairWeapon clone.

Problem: it will start firing at any damaged unit within range, restoring their health... But then it doesn't stop firing at them once they are at full health. It will keep on targeting and firing at the same fully-healed unit, over and over again until you move the unit out of range. Only then will it select the next damaged unit within range - and then keep repairing it long after it too has reached maximum health.

Any way around this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 21, 2010 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
Any way around this?

no. It's hardcoded that repair weapons work flawless only for vehicles and heal weapons only for infantry.

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Askhati
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Joined: 22 Dec 2009

PostPosted: Fri Jan 22, 2010 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn. I just honestly don't see my ships moving onto a building with a bib - GADEPT - and being repaired there. The ship voxels are usually very long as well, which can screw up the clipping. PLUS, units can enter a repair depot from any angle, not like the Generals repair pads that can only be entered from one specific direction.

EDIT:
Random idea now that you mention Heal - how about a vehicle that deploys into a building with HealWeapon, like a MASH unit? Or would it be simpler to make the deployed building use Hopsital logic?

Possible problems:
1) undeploying the building while an infantry unit is inside, using the Hopsital logic
2) ammo limit on the Hospital logic? A HealWeapon would not be affected by that...

...And another realted question: can RepairWeapon be used to repair Cyborgs? I can't remember off the top of my head now.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Jan 22, 2010 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Askhati wrote:
...And another realted question: can RepairWeapon be used to repair Cyborgs? ...

No. Inf Cyborgs were healed by a healer, vehicl can't be repaired IIRC

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Askhati
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Joined: 22 Dec 2009

PostPosted: Mon Feb 01, 2010 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, on a related note: how do I prevent a building with a voxel turret from tilting the turret up/down when firing at long/short range? I'm having this problem with my railgun turret, and it is spoiling the entire concept.

For the record: I tried giving FireAngle=64 to the building, but it made no difference.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Feb 01, 2010 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

remove the separate barrel and add it direct into the turret vxl.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Feb 01, 2010 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
Askhati wrote:
...And another realted question: can RepairWeapon be used to repair Cyborgs? ...

No. Inf Cyborgs were healed by a healer, vehicl can't be repaired IIRC


actually it can if the weapon spawns particles

http://yrarg.cncguild.net/index.php?page=tutorials/techn

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Askhati
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Joined: 22 Dec 2009

PostPosted: Tue Feb 02, 2010 4:54 am    Post subject: Reply with quote  Mark this post and the followings unread

The turret and barrel are already one piece...

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Askhati
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Joined: 22 Dec 2009

PostPosted: Wed Feb 03, 2010 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Found the problem.

Scenario 01: voxel turret, name does not end in -TUR
- result: when firing, the entire turret tilts up or down to simulate the weapon 'lobbing' the projectile in an arc

Scenario 02: voxel turret, name ends in -TUR
- result: turret does not tilt up or down, but barrel (if present) will

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