Joined: 19 Aug 2009 Location: Moscow State University
Posted: Wed Feb 10, 2016 7:32 pm Post subject:
InitialPayload bugs
InitialPayload+Naval=AI ignores trigger
If a trigger uses taskforce that only contains naval with initialpayload unit,the trigger wont be fired.
If add another naval unit without initial payload, ai produces both types.
If add another non-naval unit trigger wont be fired.
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Thu Feb 11, 2016 2:47 pm Post subject:
AI issue is closed. Bug found.
Naval AI won't be triggered if 1)not all units are naval or 2)there is no unit in the taskforce that has no passenger slot(initial payload).------just guessing.
Perhaps in case 2 ai considers all to be landing craft.
This is the drone used. the weapon makes no difference so changed it to 20mm. It never returns to the launcher on land but can return to air carrier.
Hmm. if something is wrong, it should be the drone and the carrier. tried initial payload with many other regular weapons and no errors.
IE happens totally random.
But anyway.....there is a noticeable bug: when a tank is created with some occupier infantry, when it drives near civilian building, the passenger will attack the building as if trying to occupy it. Seems AI handles them not as usually created and entered passenger, but separate units. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
If you have a flying carrier with a fighter that doesn't land, make sure your carrier has FlightLevel higher than the aircraft, otherwise they will get stuck.
To be safe, the FlightLevels should look like this: if the fighter can land, then it should have higher FlightLevel than the carrier, otherwise it should be lower.
Second, Selectable=no is unacceptable on spawned aircraft. It sometimes causes them to try to fly out of the map border, which then causes the game to crash. Thus the random IEs you're facing.
And i can confirm the Naval=yes + InitialPayload issue. I think a note about it in the documentation will suffice, though, since it's not something that completely prevents this feature from being used. QUICK_EDIT
But anyway.....there is a noticeable bug: when a tank is created with some occupier infantry, when it drives near civilian building, the passenger will attack the building as if trying to occupy it. Seems AI handles them not as usually created and entered passenger, but separate units.
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