Unloading units doesnt work properly (0.77b4)

Unloading units doesnt work properly (0.77b4)

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TradeMark
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Joined: 17 Feb 2006, 15:58

Unloading units doesnt work properly (0.77b4)

Post by TradeMark »

Screenshot:
Image
Seems like it unloads units as far from each other as the size of the transporter is?

It didnt act like that in 0.76b1

I cant even "force unload" the units "too" near some other unit.


Mod: BA6.5
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Unloading units doesnt work properly (0.77b4)

Post by Forboding Angel »

How big was your unload radius? I imagine it was changed to stop the transports from acting so ghey when unloading units and crapping themselves because they try to unload 2 units in the same spot.
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TradeMark
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Re: Unloading units doesnt work properly (0.77b4)

Post by TradeMark »

as big as the farest unit is there.

still, i couldnt unload unit "too" near to some other unit, even if i pressed unload button, without area unloading.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Unloading units doesnt work properly (0.77b4)

Post by imbaczek »

unload had a _lot_ of exploits in 76b1, I'm actually surprised nobody tried them in real games. there were quite some fixes there; you really don't want the old behaviours back, though. trust me.
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TradeMark
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Re: Unloading units doesnt work properly (0.77b4)

Post by TradeMark »

what? yes i want to unload my units much more near each other, cmon look at those fleas.

can you tell me about the exploits then?


--

at least make it unload the unit no matter what, like find next free space (in the range so transporter doesnt need to move, unless theres no such places left). feels like its not working even when it looks perfectly logical that my unit fits there, but still it doesnt unload.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Unloading units doesnt work properly (0.77b4)

Post by imbaczek »

I'm _not_ saying this isn't broken 8) I'm just saying that trying to unload near the edge won't teleport your units to the other side of the map anymore.
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TradeMark
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Re: Unloading units doesnt work properly (0.77b4)

Post by TradeMark »

there was that kind bug? :D never seen it in use.
imbaczek
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Joined: 22 Aug 2006, 16:19

Re: Unloading units doesnt work properly (0.77b4)

Post by imbaczek »

Looked closer in the code, found this:

Code: Select all

float spread = u->radius * ((CTransportUnit*) owner)->unitDef->unloadSpread;
therefore, it's fully mod configurable. go whine at Noize :P
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TradeMark
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Re: Unloading units doesnt work properly (0.77b4)

Post by TradeMark »

i made copy of BA65, and set that unloadSpread into 1, and still buggy... fleas were unloaded more closer though.

try to load goliath for example, you cant unload it anymore.

doesnt even work with the normal BA.
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TheFatController
Balanced Annihilation Developer
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Re: Unloading units doesnt work properly (0.77b4)

Post by TheFatController »

The best trick in an older version was filling one with combat engineers that were set to group 1, selecting group 1 and telling them to guard it. Then driving it through a weak spot in the enemies defenses and running circles around their base, it was near invincible with the 10 engineers repairing it :D
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TradeMark
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Joined: 17 Feb 2006, 15:58

Re: Unloading units doesnt work properly (0.77b4)

Post by TradeMark »

yeah i know those tricks, i hated it, because when i loaded enemy commander, he was able to capture my intruder >_> xD

Best trick was to spam these intruders, and then just load enemy units and selfd intruders ^^
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