Comment 0 for bug 1006319

Revision history for this message
Nemo Starem (igal-igal) wrote :

I have made a RA3 style Apocalypse Tank, but for Yuri.
Magnetic harpoon included... uses Locomotor Beam logic
It works, and my omnicrush tank uses it good.

However, theres some issues:
- When I use it on a unit, it will be paralyzed (cannot be selected, move or shoot) forever, even if it is de-targeted. I think this has to do with the fact that I use a ground locomotor (tank), so the unit doesn't ever "drop", because it does not lift ground.
- I have a seemingly random crash when making some attacks... Ares 0.2 beta can't identify it.
yet untested: Modify the locomotor beam to amphibious... don't think it will work, though.

Here are relevant parts of the code:
[ONTHETANK]
TargetLaser=yes
Primary=EvilBeam ;EvilCannonE
ElitePrimary=EvilBeamE ;EvilCannonE
Secondary=EvilCannon
EliteSecondary=EvilCannonE

[EvilBeam]
Damage=1000
ROF=50
Range=6.75
Speed=100
Projectile=InvisibleHigh
Warhead=TowWH
Report=MagnetronAttack
IsRadBeam=yes
Beam.Color = 200,1,255
Beam.IsHouseColor = no

[TowWH]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
IsLocomotor=yes
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Is it possible to have locomotor beam controls that do not disable the tank except for moving? I think tanks in Mental omega mod could shoot while lifted by magnetron, for example... and what of the crash?

Also, my Ares crash dumps are over 200 mb each...is that normal? Should I delete them?
(more bugs I will report in other threads, with 0.2 version)