Posted: Sun Jun 23, 2013 2:03 pm Post subject:
Need Help ! (Dogs)
Subject description: i dunno, it cant attack
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 _________________
Quote:
Humans were born for two things: to pray and be productive.
Posted: Sun Jun 23, 2013 2:14 pm Post subject:
naval
In Tanya you see
Quote:
NavalTargeting=4
Check this out
http://modenc.renegadeprojects.com/NavalTargeting _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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 _________________
Quote:
Humans were born for two things: to pray and be productive.
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 _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
post up the code for it, lets see if we can figure this out _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
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. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
@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? _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
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) _________________ ~ Excelsior ~ QUICK_EDIT
; 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
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. _________________ ~ Excelsior ~ QUICK_EDIT
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. _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
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 _________________ ~ Excelsior ~ QUICK_EDIT
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