From my experience it takes effect for one move order. I had to hack around that by setting MAX_SPEED on every StartMoving() in COB, seems to work then, at least for XTA.Nemo wrote:More specifically, SET MAX_SPEED from cob side only takes effect for one frame. After that they're free to move again. To see: grab spring1944.net/files/Build/S44v159_PreMorgenroteTRI.sdz and any map, plug it into 88+. /cheat /give germg42 /give 10 gerhqengineer.
And now some bugs (or tweaks needed)
- Occasional terrain rips/cracks after constructing a building with terrain autolevel, could be a ROAM bug
- Construction aircraft spin randomly over the unit they're constructing and don't hover around it in circles as before
- line AA of range circles on minimap is in lower quality when the unit is selected than when you hold shift and hover mouse over the same unit (has been like that for a long time, or maybe the lines have different thickness)
- Shadows are barely visible while in F2 and F4 overlay mode, for F1 it's ok (related to next issue)
- Fully passable terrain in F2 mode is too bright (radioactive puke green, kills shadows), while terrain in F4 mode is too dark (but it depends on the map lighting or sun direction)
- All overlay modes appear to be in lower quality than they where in 88.0 (I'd say one mip level less, most noticeable in F1 mode)
- If radar/sonar range is modified from unit's script (COB, didn't test from LUS), hovering mouse over unit while pressing shift will show wrong range, on minimap radar/sonar ranges are shown correctly when unit is selected, but will show a secondary range circles when holding shift with incorrect ranges (it's a rather old bug)
Forgot to add the ancient bug of radar jammer jammin your own radar. When I last spoke about it with Kloot he mentioned that the engine makes radar and jammer coverage arrays for each team, but reads global jammer coverage instead. Dunno if he ever taken a deeper look as it was late that night.