Posted: Tue Apr 03, 2018 12:40 am Post subject:
Campaign Units with InitialPayload
It doesn't come with passengers.
If I add passengers to the team and set Full=yes on team, then passengers can't shoot out even with OpenTopped=yes set.
Now I know why in Allied Campaign 2 the reinforced battle fortress is not pre-loaded. _________________
InitialPayload works in SP maps as well with teams formed from pre-placed units or from factory. Only that AI cannot use the passengers after unloading as Ares hasn't implemented the passengers to be part of the team yet. QUICK_EDIT
I add put typhoon as initial passenger into sea scorpion but at the beginning of soviet campaign 1 they are empty, what could go wrong? _________________
Don't the initial payload team units always spawn as neutral though?
Don't think this is the case, fairly certain that the passengers are owned by whatever house the parent unit belongs to when it was created. The passengers, however, will not change their house under any known circumstances, be it mind control or change house trigger action.
Your confusion might stem from the fact that on MP maps you cannot place pre-placed objects for any other house than Neutral/Special (Civilians / JP), which gives this effect if they are then given to some other one.
On the topic, I am unsure what the issue is here. Is it InitialPayload not working together with OpenTopped, or not at all on singleplayer maps, or does the problem concern use of Full=yes, which is similar but possibly unrelated logic? Combining both might actually be bit unwise considering that Full=yes teams, assuming the first unit in the taskforce is a transport, will shove everything else to that transport regardless of if they should actually fit in. _________________ QUICK_EDIT
My problem is
I added initial passenger to sea scorpion to give a extra torpedo weapon
But in yr soviet campaign 1, the first 3 coming sea scorpions are empty, if they're all killed, the reinforced ones are also empty _________________
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