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Q: How do I make turrets that don't act like a separate unit? (can't be targeted, destroyed, don't have health) |
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chrono: ic: chaos: temporal weaps: |
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BuildingTypes have several bugs. Attached BuildingTypes keep their anims when removed from the map if deployed and BuildingTypes attached to a movable techno will be placed at the position the parent was created until the parent techno deploys or is destroyed. Chronosphere-ing a unit with attached BuildingTypes will also rarely create impassible/unbuildable terrain when the parent deploys/is destroyed. Having a child techno be important to the game ending (e.g. being the last building) the game will simply not end when destroyed. |
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Attach passanger to a projectiles:
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Crash on having attached base destroyed and continuing-despite-short-game-on bug I mentioned earlier then creating a new attached building. Code, video, and snapshot in link below. |
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Wish: |
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Implement ParentDestructionMission & ParentDetachmentMission "Fixed" chronowarping children Add children skip for ChronoWarp Rewritten and fixed a hook Loop over attachment AI separately from other AI routines
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@SCIPCION |
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@mevitar could you repro that again on the latest build? @ayylmaoRotE could not repro |
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Sorry it took so long. |
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I got this error after try to move an unit with multiple TA. |
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…s to fix a number of discrepancies/bugs
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Nightly build for this pull request:
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Nightly build for this pull request:
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Nightly build for this pull request:
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Regarding A user tested with the version in issuecomment-3613072028 (the immediately previous) and encountered a problem where when AttachmentUnit and ParentUnit overlap (
Another user tested this. The test results are as follows:
He also reported an issue: when the AttachmentUnit is at Moreover, if at the time the attack command is issued, AttachmentUnit cannot attack the target due to range reasons, then even if Parent Unit also has insufficient range but later pursues and approaches the target and successfully initiates a firing action (and at this time the target is also within AttachmentUnit's range), AttachmentUnit still will not respond by synchronously attacking. - Or, as long as AttachmentUnit fails to successfully initiate an attack when the attack command is delivered, it will not respond subsequently. |
Unless the first post has been updated after this, it looks like it's a known issue.
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Well, I misunderstood it as something similar to |
Fixed the abnormal [SelectionFlash](https://phobos.readthedocs.io/en/latest/User-Interface.html#flashing-technos-on-selecting) issue caused by synchronization states and added a flag to pass the selection target to the Parent Unit when a Child Unit is selected. - When `PassSelection=false`, the Child Unit will be selected as usual, but unlike before, it can correctly reference SelectionFlash instead of being terminated after 1 frame. - When `PassSelection=true`, if a Child Unit is selected, it will search upward for the nearest Parent Unit within an AttachmentType where `PassSelection=false` (or the final caller). - This will cause all Child Units along the tree path to flash due to the Parent Unit being selected. Before (in [the current latest version compiled three days ago](#352 (comment))):  Now :  In `rulesmd.ini`: ```ini [AttachmentTypes] +=PassSelect_False +=PassSelect_True [PassSelect_False] PassSelection=false [APOC] Attachment0.Type=PassSelect_False Attachment0.TechnoType=SREF Attachment0.FLH=-512,0,208 Attachment1.Type=PassSelect_True Attachment1.TechnoType=DLPH Attachment1.FLH=512,0,208 [HTNK] Attachment0.Type=PassSelect_False Attachment0.TechnoType=DLPH Attachment0.FLH=-512,256,208 Attachment1.Type=PassSelect_True Attachment1.TechnoType=DLPH Attachment1.FLH=-512,-256,208 [TNKD] Attachment0.Type=PassSelect_True Attachment0.TechnoType=APOC Attachment0.FLH=256,0,208 [SREF] Attachment0.Type=PassSelect_True Attachment0.TechnoType=HTNK Attachment0.FLH=256,0,208 ``` The line with a red cross mark indicates that the selection status of a Child Unit is not passed to the Parent Unit when the Child Unit is selected, due to `PassSelection=false`. <img width="284" height="187" alt="image" src="https://github.com/user-attachments/assets/6ce1b599-88bc-44f0-a3de-1fab2b3eeb49" /> *Selected State Transmission Relationship Diagram* --------- Co-authored-by: NetsuNegi39 <negi542554365@outlook.com>
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BUG: |
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| AttachmentClass* ParentAttachment; | ||
| ValueableVector<std::unique_ptr<AttachmentClass>> ChildAttachments; | ||
| std::map<int, ValueableVector<std::unique_ptr<AttachmentClass>>> DormantAttachments; |
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I think here can use std::vector instead of ValueableVector
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@momokama try if the latest build changes anything regarding your issue |
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Nightly build for this pull request:
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Attachment({C5D54B98-8C98-4275-8CE4-EF75CB0CBE3E}) locomotor is automatically casted on a unit. You may also specify it in the child unit types manually if the unit is not intended to move without a parent (f. ex. a turret).In
rulesmd.ini:{C5D54B98-8C98-4275-8CE4-EF75CB0CBE3E}TODO:
AttachmentX.IsOnBarrel(?)Known issues: