Posted: Mon Dec 31, 2012 12:20 pm Post subject:
Beta 4.02 Bugs/Gliches/Oddities/Illogicals
Orca Fighter has value ElitePrimary that is an Red Alert 2 value
Cleavers can damage buildings through walls
GloboTech Exo-Suits leave Tiberium on the ground when they die
Viper drones leave Tiberium on the ground when they die only in a mission Fields of Green
GDI Skirmish AI builds a Deployed sensor array like it was another building
MSA has CrateGoodie=ye instead of CrateGoodie=yes
GAPLUG has incorrect foundation in art.ini correct value is Foundation=2x3
Scatterpack should have Typeimmune=yes since it can damage itself if it fires something that is on higher ground
AI Tank Hunters shoot walls in their own base
In a mission Fields of Green Scorpion tanks can shoot over GDI walls
In a map Super Bridgehead Redux AI artillery units will start firing something on the cliff in the north-east corner
Grenadier can not throw grenades over walls. In C&C and RA1 it could
AI will not build Repair Tanks and Repair Bays despite being scripted to use them
Eclipse tanks and Venom Walkers freeze when they encounter flying Jumpjet Infantry because they will not ignore it
In a skirmish base defences will not shoot Tiberium fauna even if those start to attack nearby buildings
AI units will not collectively defend the base from the Tiberium fauna attacks
If Tiberium fauna attacks unit other friendly units from the same taskforce will not come to its aid
In a skirmish units will not shoot attacking Tiberium fauna until they start take damage from it
AA capable units like Mammoth will chase enemy aircraft all the way back to enemy base unless being stopped
Player side units start shoot enemy base defence building only after they start to take fire from them plus nearby units will not help
Skirmish AI will not replace Construction Yard by building and deploying new MCV although Red Alert 1 AI does if it has MCV when Construction Yard is destroyed
EMPd AI units stay put long after EMP effect has worn out
Any building explosion by Ion Cannon could create Visceroids from nothing
Skirmish AI builds an EMP and Seismic superweapons but will not fire them
9 out 10 times AI Mole Artillery resurfaces at same spot making it easy target
Nod Skirmish AI will not build Howitzers, Cleavers or Demolition Drones. Red Alert 1 AI builds and successfully uses Demo Trucks in RA Aftermath skirmish
Nod Skirmish AI can build and keep more than one Tech Center thus wasting money
Tank railgun and Commando railgun will not damage bridges. Ship railgun will if given to tank
Scatterpack and many Globotech units do not have Elite weapons
In a mission Paradox Device you can not build on roads
Patriot EMP Missile Battery has incorrect PrimaryFireFLH and wrong missile flight pattern
In a mission Clean Slate AI Harpys will not attack or even defend themselves
X66 Mammoth Tank raises its cannon barrels for nothing when it fires MammothTusk weapon upwards
In a mission Deep Blue you have unit Railgun Commando that has Sniper Rifle not Railgun
GloboTech Exo-Suit cannon outranges even Goliath elite weapon
In a mission Paradox Device AI will sell all of its buildings for no reason when last mission objective is revealed
Goliath and Abrams tank should use different Primary weapons since Goliath is more advanced and has bigger cannon
In a mission Clean Slate Nod has Jumpjet Infantry soldiers hiding in woods instead of cyborgs
Mammoth Walker clips so bad against the War Factory roof that is should be built from dedicated factory (Side=GDIC)
SAVE390C.SAV
Description:
Mission Deep Blue
Issues:
1. Stuck on mission, Tech Center captured and rest of the base destroyed 2. Two Orcas landed on same pad 3. Tech Center animation frozen 4. Tech Center does not consume any power
Posted: Mon Dec 31, 2012 1:04 pm Post subject:
Re: Beta 4.02 Bugs/Gliches/Oddities/Illogicals
Hi, and welcome to PPM, BW_PMC. Whoa, that's a pretty comprehensive list you've compiled there. Thanks, we'll look into these.
BW_PMC wrote:
GDI Skirmish AI builds a Deployed sensor array like it was another building
Yes. I've recommended replacing this with a script that tells the AI to check for a Sensor Post, and if it has none, build a MSV from the War Factory and deploy it.
BW_PMC wrote:
GAPLUG has incorrect foundation in art.ini correct value is Foundation=2x3
The value 3x3 is correct, though the building is using the old GAPLUG image as a placeholder.
BW_PMC wrote:
AI Tank Hunters shoot walls in their own base
Does this happen in skirmish or in a singleplayer mission? The AI cannot build walls, thus it considers all walls near its base in skirmish as enemy's. In missions, however, you can prevent this by placing AI-owned/allied structures near the wall.
BW_PMC wrote:
In a mission Fields of Green Scorpion tanks can shoot over GDI walls
This can happen sometimes because of the arcing projectile of the tank. Unfortunatelly, Tiberian Sun lacks the SubjectToX flags from Red Alert 2 that could prevent this.
BW_PMC wrote:
In a map Super Bridgehead Redux AI artillery units will start firing something on the cliff in the north-east corner
Could be a wall segment. For some reason, the AI will always attack enemy/neutral walls instead of considering them neutral.
BW_PMC wrote:
Grenadier can not throw grenades over walls. In C&C and RA1 it could
It can, but it depends whether or not the target or the grenadier is right next to the wall.
BW_PMC wrote:
Eclipse tanks and Venom Walkers freeze when they encounter flying Jumpjet Infantry because they will not ignore it
Unfortunatelly you can't tell units to only ignore airbound units even if they cannot be engaged.
BW_PMC wrote:
In a skirmish base defences will not shoot Tiberium fauna even if those start to attack nearby buildings
BW_PMC wrote:
AI units will not collectively defend the base from the Tiberium fauna attacks
BW_PMC wrote:
If Tiberium fauna attacks unit other friendly units from the same taskforce will not come to its aid
BW_PMC wrote:
In a skirmish units will not shoot attacking Tiberium fauna until they start take damage from it
The fauna are considered neutral and thus they have to be attacked manually. Currently there is no workaround for this. A multiplayer map cannot have more than the four basic houses - GDI, Nod, Neutral and Special.
BW_PMC wrote:
AA capable units like Mammoth will chase enemy aircraft all the way back to enemy base unless being stopped
Unfortunate but unfixable. You need to carefully micromanage your units. On the other hand, you can use this to lure enemy AA units away from their base.
BW_PMC wrote:
plus nearby units will not help
The player's house is always considered "dumb", that is, your units won't perform tasks such as Area Guard without you telling them to.
BW_PMC wrote:
Skirmish AI will not replace Construction Yard by building and deploying new MCV although Red Alert 1 AI does if it has MCV when Construction Yard is destroyed
It should be, there must be something wrong or missing from the scripts then.
BW_PMC wrote:
EMPd AI units stay put long after EMP effect has worn out
The EMP terminates the taskforce scripts. At this moment nothing can be done to fix this.
BW_PMC wrote:
Any building explosion by Ion Cannon could create Visceroids from nothing
Any object destroyed either by Ion Cannon, Infector's rifle or gas cloud will spawn a visceroid.
BW_PMC wrote:
Nod Skirmish AI will not build Howitzers, Cleavers or Demolition Drones.
The AI is currently under reconstruction and several scripts are still missing.
BW_PMC wrote:
Nod Skirmish AI can build and keep more than one Tech Center thus wasting money
And power. Sometimes the AI builds two or three copies of any building. Especially if it has more than one construction yard.
BW_PMC wrote:
X66 Mammoth Tank raises its cannon barrels for nothing when it fires MammothTusk weapon upwards
The only workaround for this is to fix the barrels into the turret. However, this will look bad when the tank fires on targets that are on a higher or lower level.
BW_PMC wrote:
In a mission Clean Slate Nod has Jumpjet Infantry soldiers hiding in woods instead of cyborgs
The map creator propably wanted AA capable units in the woods.
BW_PMC wrote:
Mammoth Walker clips so bad against the War Factory roof that is should be built from dedicated factory (Side=GDIC)
True, but we lack active modelers to make us new buildings. _________________
weren't Naval added to the game? Thus, using the alternate Warfactory already? _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
the style doesn't fit at all to GDI.
It would be also very inefficient to add an alternate warfactory just for this single unit.
Then the MMKII is better being build as a building that undeploys into the unit, or the later new GDI warfactory will be big enough for the MMKII in the first place.
Another thing that might be interesting is giving GDI 2 warfactories.
A small one that is cheap, early available, but can build only small low tech units.
A big factory for the big and powerful stuff only.
This would also match with Nod, which has the warfactory and the cyborg factory (hall of faith). _________________ SHP Artist of Twisted Insurrection: Nod buildings
No, once a unit is produced, it is forced to use a specific sound until it is destroyed, however if more than one sound is listed on the Report= tag, the game will randomly select the sound it uses when produced. Sounds in TS aren't as flexible as those in RA2.
Note: My memory is hazy, so I could be wrong, but I'm pretty sure that's how it works for units in TS. QUICK_EDIT
However, i checked the staff version rules.ini and i only found one sound on the [RaiderCannon] Report.
So either the public version has more than one sound listed there, or something was added to the map itself. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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