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Let the MCV belonging to AI and with special locomotor can deploys normally when game start

Open DeathFishAtEase opened this issue 3 years ago • 0 comments

First check

  • [X] The issue is not introduced by Phobos or any other engine extension, such as Ares, Kratos etc.
  • [X] The issue wasn't fixed in the most recent version of Ares/Phobos yet.
  • [X] I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
  • [X] I added a very descriptive title to this issue.
  • [X] I used the GitHub search and read the issue list to find a similar issue and didn't find it.
  • [X] I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).

Description

In WW's original program, AI's MCV will go through a Hunt mission, If MCV's Locomotor uses Jumpjet or Chrono, AI will get stuck in this step, it will not deploy it as a constructionyard at the beginning of the game

Conditions to reproduce

No response

INI code

No response

Steps to reproduce

Change the locomotor of MCV to jumpjet, etc

Expected behaviour

AI deploys MCV as usual, no matter what locmotor it uses

Actual behaviour

AI's MCV stands blankly at the birth point unless it is violently interrupted by something else, such as EMP

Additional context

After using DynamicPatcher Script to replace hunt with guard, this problem has been solved. At present, no side effects have been found

DeathFishAtEase avatar May 03 '22 16:05 DeathFishAtEase