Posted: Thu Mar 01, 2018 6:52 pm Post subject:
TeamRetaliate Issue
I've been using the TeamRetaliate in my mod likely since its addition to Ares
Code:
[General]?TeamRetaliate= (boolean)
Whether teams are allowed to retaliate if a member is attacked and not killed immediately. Defaults to no.
Now obviously it works, but it does seem to come with a minor side effect. I've noticed teams retaliate against their own units. That is, if an AI is attacking an opponent with several teams, and one team damages a unit from another team (this is not intentional, as it of course just happens through spread damage), the team that is attacked will just freeze. Because the attacking unit is not an enemy unit, the AI seems to get confused and the team just stops in its tracks. The team will sit there, ignoring any passing enemies. Individual units will respond to other enemies attacking, but the team as a whole will not continue their script until the attacking unit is destroyed.
One way I've confirmed this as the cause is by playing battles with AI-Control on. One team will damage another, so the team will freeze. If I turn AI-Control off ("Player assumed control"), my team will actually go and destroy the attacking unit themselves, thus allowing them to continue on their mission from there. I've used this method to bypass this minor bug, but I thought it'd be worth pointing out, as it can be quite annoying for teams loaded with powerful units just stopping instead of destroying everything as they should be. Has anyone else encountered this? _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
I reviewed the code and added a check for allies. Maybe it will work better now. I also found an error I made when translating the code from TS, which will be fixed in the next release, too. Thanks for the note! _________________ QUICK_EDIT
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