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Post by Nemjen on Feb 28, 2016 7:29:16 GMT -8
This one has being taunting me for a while and after all that it was staring me in the face. In scenario 2 during the Ion Storm, if a ryder (the two possible options are the 'Blackjack' and the 'Paladin') is downed before the missiles come back online than the unit loses the command permanently for the rest of the game (have not replicated yet with the 'Alliance Battleship' and the 'Alliance Cruiser' to see if this also affects mercenary units). This is in the form of the command being greyed out despite having missiles available to use. This occurs both if the unit is revived after the missile dialogue, or in the next scenario when the ryder is repaired. Edit: Sorry to bug you with my inability to use the dev console vaendryl but what command would I use to destroy units? (Hopefully this will speed the process up).
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Post by Drath on Feb 28, 2016 20:50:36 GMT -8
Yea this sounds very likely to be the case and should be fixed. Maybe add a line after the battle to make missiles available again. I'll have a look later.
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Post by vaendryl on Feb 29, 2016 6:36:45 GMT -8
This one has being taunting me for a while and after all that it was staring me in the face. In scenario 2 during the Ion Storm, if a ryder (the two possible options are the 'Blackjack' and the 'Paladin') is downed before the missiles come back online than the unit loses the command permanently for the rest of the game (have not replicated yet with the 'Alliance Battleship' and the 'Alliance Cruiser' to see if this also affects mercenary units). This is in the form of the command being greyed out despite having missiles available to use. This occurs both if the unit is revived after the missile dialogue, or in the next scenario when the ryder is repaired. Edit: Sorry to bug you with my inability to use the dev console vaendryl but what command would I use to destroy units? (Hopefully this will speed the process up). Good one. I didn't account for this and need to make the enable routine also check the destroyed-ships list. thanks! you can destroy a unit by calling it's destroy method, but it needs an attacker passed to it and whether it should withhold command point gain. for example: sunrider.destroy(sunrider,True) destroys the sunrider, blames the sunrider(increasing its hate value) and tells the destroy method to not award any CP. enemy ships and mercs don't have a shortcut like that though, so they're tougher. when devmode is enabled clicking an enemy will show you not only its name in the status display, but also a number following it. this number is that units index in the enemy_ships list. if, for example, that number is 12 you can destroy that unit by calling the following in the console: enemy_ships[12].destroy(sunrider,False) - again, with the sunrider claiming it as the destroyer and making it give CP.
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Post by Endershadow on Feb 29, 2016 8:52:16 GMT -8
This one has being taunting me for a while and after all that it was staring me in the face. In scenario 2 during the Ion Storm, if a ryder (the two possible options are the 'Blackjack' and the 'Paladin') is downed before the missiles come back online than the unit loses the command permanently for the rest of the game (have not replicated yet with the 'Alliance Battleship' and the 'Alliance Cruiser' to see if this also affects mercenary units). This is in the form of the command being greyed out despite having missiles available to use. This occurs both if the unit is revived after the missile dialogue, or in the next scenario when the ryder is repaired. Edit: Sorry to bug you with my inability to use the dev console vaendryl but what command would I use to destroy units? (Hopefully this will speed the process up). Good one. I didn't account for this and need to make the enable routine also check the destroyed-ships list. thanks! you can destroy a unit by calling it's destroy method, but it needs an attacker passed to it and whether it should withhold command point gain. for example: sunrider.destroy(sunrider,True) destroys the sunrider, blames the sunrider(increasing its hate value) and tells the destroy method to not award any CP. enemy ships and mercs don't have a shortcut like that though, so they're tougher. when devmode is enabled clicking an enemy will show you not only its name in the status display, but also a number following it. this number is that units index in the enemy_ships list. if, for example, that number is 12 you can destroy that unit by calling the following in the console: enemy_ships[12].destroy(sunrider,False) - again, with the sunrider claiming it as the destroyer and making it give CP. I wondered what that number was. I thought it just meant that it was the nth instance of that ship on the map
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