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Need Help ! (Dogs)
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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jun 23, 2013 2:03 pm    Post subject:  Need Help ! (Dogs)
Subject description: i dunno, it cant attack
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Well, i've added swimming frames to [ADOG] SHP from JR007. And i've added to the rules same like [GHOST] (not all, just movement zone). The problem is, THE DOG WON'T ATTACK NAVAL INFANTRY. Thank you

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Jun 23, 2013 2:14 pm    Post subject: naval Reply with quote  Mark this post and the followings unread


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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jun 23, 2013 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

got a problem again, after i tested it. Like this:
i attacked my own dog on water, after attacking, my dog died, but my dog that i commanded it to attack my own dog died too

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Jun 24, 2013 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

somebody answer it !

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Jun 24, 2013 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

hey.....relax. dont get all pissy. when someone knows an answer they will post up. until that happens move on to the next project.


this makes no sense to me:
Quote:
i attacked my own dog on water, after attacking, my dog died, but my dog that i commanded it to attack my own dog died too


English isnt your first language? Write it in what ever your native tongue is and lets see if we can come up with a solution. Plus post your coding

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jun 24, 2013 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I think he means both attacker and target die

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Jun 24, 2013 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
I think he means both attacker and target die


correct

Nikademis Von Hisson wrote:
hey.....relax. dont get all pissy. when someone knows an answer they will post up. until that happens move on to the next project.


this makes no sense to me:
Quote:
i attacked my own dog on water, after attacking, my dog died, but my dog that i commanded it to attack my own dog died too


English isnt your first language? Write it in what ever your native tongue is and lets see if we can come up with a solution. Plus post your coding


yeah, english is my secondary language, indonesian is my first language

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Jun 24, 2013 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

post up the code for it, lets see if we can figure this out

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 24, 2013 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just a wild guess... but is your attack dog still a limbo launcher?

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Mon Jun 24, 2013 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

When an attack dog attacks, it technically goes into a "limbo" state when it becomes the projectile that flies towards its target. When the attack is done, the game needs somewhere to put the dog back into the game world after it has killed its target.

It sounds like what is happening is the game is not regarding water as a valid piece of terrain to put the dog on, thus it simply kills it.

The first thing I would look into is the MovementZone-- which one is assigned to the dog currently? (My recommendation would be AmphibiousDestroyer) Also, potentially, check the locomotor (should be the same as Tanya's or the SEAL's), and make sure you have a valid SpeedType set.

One possible workaround would be to "polar bear" it-- that is, give the dog the polar bear weapon or something similar, rather than its standard weapon. This skips all the "limbo launch" mumbo-jumbo and just fires a normal melee-range weapon that kills the target all the same.

That's at least guaranteed to solve the naval attacking issue. If you really want to keep the dog the way it is, your options may be limited.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Mon Jun 24, 2013 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

@deathreaperz: You explicitly say the described behavior happens on water; does it work as expected on land, or did you just not test it on land?

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
@deathreaperz: You explicitly say the described behavior happens on water; does it work as expected on land, or did you just not test it on land?


i tested it on land, and its okay, the dog still alive, but i targeted it to amphibious infantry, my dog died

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Just a wild guess... but is your attack dog still a limbo launcher?


yes

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Limbo launcher on amphibious units has problems as Worminator mentioned. Its best to keep limbo launch to only units which can only move specifically to that terrain. (I.E: Terror Drones & Giant Squids)

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, i need to disable it ???

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes. Remove LimboLaunch on the Dog Weapons...

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

all with the dog rules or just weapon ?

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

tested, still died

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

JUST POST THE GODDAMN RULES OF YOUR DOGS ALREADY...

UNIT,ART,WEAPON,PROJECTILE,WARHEAD

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

; Attack dog
[ADOG]
UIName=Name:DOG
Name=Allied Attack Dog
NotHuman=yes
Category=Soldier
Primary=GoodTeeth
Secondary=VirtualScanner
NavalTargeting=4
LandTargeting=0
Prerequisite=GAPILE
;Prerequisite=Barracks
LeadershipRating=7
CrushSound=InfantrySquish
Strength=100
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
DetectDisguise=yes
Speed=9
Owner=British,French,Germans,Americans,Alliance,Japan
Cost=150
Soylent=75
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
;MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=20 ; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Trainable=no
Natural=yes

[GoodTeeth]
Damage=30
ROF=30
Range=1.5
CellRangefinding=yes
Projectile=ADOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
;LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

[ParasiteDog];Woof woof
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
Parasite=yes
InfDeath=1
Rocker=yes

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add CloseRange=yes on the Unit

Change its Projectile to InvisibleLow

and remove Parasite on the Warhead

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Tue Jun 25, 2013 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, no dog jumping ???

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Jun 25, 2013 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope if you want the dogs to be amphibious they can't have limbolaunch weapons. Besides... its impossible for a dog to lunge while swimming anyway.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Tue Jun 25, 2013 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or could disable navaltargeting so it only swims in water but thats it.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Wed Jun 26, 2013 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Or could disable navaltargeting so it only swims in water but thats it.

His dogs being unable to attack naval infantry was the reason he started this thread in the first place-- my guess is he'd rather not do that.

Atomic_Noodles wrote:
Add CloseRange=yes on the Unit

CloseRange=yes isn't really necessary here, considering you still want the dog to acquire targets that are some distance away. Besides, dogs have the DefaultToGuardArea=yes tag, which sort of nullifies/overlaps the effect of CloseRange=yes.

Just keep the VirtualScanner secondary weapon and it should be fine.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jun 26, 2013 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

CloseRange helps the Unit to use the weapon properly. Otherwise you'd end up with situations like the dog running around in circles trying to acquire their target until they move. If he's changing the dog to use a short range weapon like the brute he should give it CloseRange

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