mevitar
mevitar
> This build crashes when building one specific unit, but that unit works fine with other builds so i don't know what's the problem. Putting vehicle inside an open-topped vehicle...
Try building it from a naval yard. Or preplace an open topped naval unit with a vehicle inside, that also crashes for me.
I guess it might be related to me using the ground naval yard "hack", although i'm not sure why would it crash only with this build. Here's the crash including...
So does this mean that TransferTypes, and other attempts to make warheads modify ammo, were truly abandoned? Not because i'm agaisnt this, just want to make sure that someone won't...
Seems to be working fine, but i didn't do any tests in multiplayer.
Since you're changing it, AffectsHouses= would still be inconsistent with Ares, as the tags there are singular, not plural (like SW.AffectsHouse= or SW.RequiresHouse=, or even SW.AffectsTarget= as opposed to DetonateOnAllMapObjects.AffectTargets=...
SW.RequiredHouses= is not an enum, it lists actual house names, just like RequiredHouses=. My point is that tags like AffectsHouses= use an enumeration which was first introduced by Ares with...
Sounds like this unit doesn't have FireUp= defined. Everything works fine if the vehicle has FireUp=. That build specifically changed so that shp units without FireUp= behave like they used...
Isn't it intentional that the sequence loops until firing if it is not set to be paused? How else should the game handle the case when sequence total duration is...
> Anyways I still think this FireUp should be optional & disabled by default for not breaking other logics :-/ I agree, and that was the purpose of the changes...