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Captured civilian transport not ejecting passengers?
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 12, 2020 5:30 am    Post subject:  Captured civilian transport not ejecting passengers? Reply with quote  Mark this post and the followings unread

Ok I discovered this in my mission here, when I decided to make the Kraz trucks change house after capturing an abandoned base. I can drive them around and load troops in, but they won't deploy back out.

Is this some known bug/setting thing?
Code:
[KRAZ2]
UIName=Name:CONVOY
Name=SE: Convoy truck
Prerequisite=NAWEAP
Strength=170
Category=Transport
Armor=medium
DeployTime=.022
TechLevel=-1
Sight=7
PipScale=Passengers
Passengers=8
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=100
Points=15
ROT=5
Crusher=no
Repairable=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=LightTruckSelect
VoiceFeedback=LightTruckFear
DieSound=GenVehicleDie
MoveSound=LightTruckMoveStart
EnterTransportSound=LandImpact
LeaveTransportSound=LandImpact
MaxDebris=3
SpeedType=wheel
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,GreySmokeSys
ZFudgeColumn=10
ZFudgeTunnel=13
Size=10
SizeLimit=1
Insignificant=yes

I just added the transport sounds in the last test, figuring maybe somehow it caused a delay to make it work, but that didn't help. I tried doubling the deploytime, and other things that made no difference.

Ideas?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 12, 2020 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

could you try building one of these and test it?

I assume the change house is the problem, with maybe
a) the changed house not being your house but a second "PlayerControl=yes" house
b) some bug in the game preventing such units from deploying units

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 12, 2020 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well testing shows it works fine if I build it, but not if I inherit it. Like I say the odd part is I can drive it around and load it like any normal transport...

Very odd.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 12, 2020 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

could you create a testmap where you start with the transport belonging to your house,
then change house and change house back to your house,
to see if the change house is the problem or the initial house not being 100% changed?

If it's only an incomplete house switch causing the bug, you may this way solve it by having it start belonging to your house and then immediately change it to the other house, until you change it back later.


Wasn't there an original RA2/YR mission giving you captured/freed transports?

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 12, 2020 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are several missions where the Nighthawk is given to the player (initially a non-player house until it lands, then changes) and this problem hasn't manifested there... hence my confusion?

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