CnC Gen Troop Crawler

Bug #895345 reported by Bug Importer
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

C&C Generals Troop Crawler.

When you buy this vehicle(that have passengers=, it already contains infantry.

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Marshall (m-edward) wrote :

This sounds quite nifty.

I suppose a simple FreeTaskForce=[taskforce from aimd.ini] flag on the unit would achieve this. Could also be made to work with buildings (put them inside if building allows occupants, just appear like a FreeUnit otherwise)

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Teleros (teleros) wrote :

This would certainly make mods involving mechanised infantry easier to develop: your APCs would come complete with an infantry squad, rather than you having to juggle building half a dozen units from the barracks and war factory.

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Marshall (m-edward) wrote :

Also, the NeedsDriver logic would be supplemented by this - the vehicle coming with the driver already.

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MRMIdAS (mrmidas) wrote :

I'm in favour off this too. just needs a Vehicle.Full= tag. yes means it builds full, no means it builds empty, defaults to no.

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WoRmINaToR (worminator) wrote :

that wouldn't be entirely necessary... if the unit is set to have a taskforce upon build, then it is full, if the "FreeTaskForce=" tag isn't there, then obviously it is empty upon build.

This would be a nice feature, tho.

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Droke (droke) wrote :

I could use this, though I'm curious why you would need a taskforce? A list seems easier for modders. Hell, I'd even be happy if it just one infantry type.

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Teleros (teleros) wrote :

The taskforce logic would *be* the unit list in effect. Make a new taskforce in AImd.ini, reference it with this, and voila.

http://www.modenc.renegadeprojects.com/TaskForces

EDIT: It'll also save the devs time & effort this way, which is always a plus.

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Droke (droke) wrote :

I was asking why you would need to modify a sperate file? You already have an effective list system for paradrops, why not use that?

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DCoder DCoder (dcoder1337) wrote :

Because the paradrop list system doesn't scale.

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Droke (droke) wrote :

Would it not be the same with taskforces? I have nothing against using that method, just thought that it was a strange way to go about it.

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Marshall (m-edward) wrote :

TaskForces are *already* implemented. Adding a new list is a much bigger overhead than simply adding a new string value.

NOT using TaskForces would be the strange thing to do.

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Droke (droke) wrote :

Ah, I thought adapting it would be as much work as adding the tags. This is why I am not the one working on the patch. :P

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Renegade (renegade) wrote :
AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: Invalid → Fix Committed
milestone: none → 0.a
Revision history for this message
AlexB (alexander-b) wrote :

Implemented as Initial Payload (Generals-style Troop Crawlers)

[TechnoType]InitialPayload.Types= (list of TechnoTypes)
The types of the initial payload an object of this type is created with. Types can be mentioned more than once. If there are fewer items in InitialPayload.Nums= list, the last Num is used to define the count. If there are no numbers, the count is 1.
BuildingTypes and AircraftTypes are not valid. Buildings are only allowed to have InfantryType payload. Units having initial payload are not supported, because this could create infinite loops.

[TechnoType]InitialPayload.Nums= (list of integers)
The number of times each type from InitialPayload.Types= will be added. If this list contains fewer items than the types, the last number is used as count. If this list is empty, then each count is 1.

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mevitar (mevitar) wrote :

15.324.1342, confirmed as working for both VehicleTypes and AircraftTypes. Also works correctly with OpenTopped=yes. Excessive passengers are "cut out" and don't appear in the transport.

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mevitar (mevitar) wrote :

To clarify: by "excessive" i meant those that exceed the Passengers= count. And it also works for occupyable structures, and those with InfantryAbsorb=yes.

However, it appears that only Passengers= is checked. Size and SizeLimit of the transport unit aren't checked at all (so it's possible to fit two 3-slot-size tanks into an infantry-only transport that can only fit two 1-slot-size objects). I don't think it has to be changed, though, just a note added in the documentation about it (some people might want to use it as a feature).

Revision history for this message
AlexB (alexander-b) wrote :

That's like I intended it to work. It establishes a general rule for buildings and units, yet isn't too complicated to code. I could add support for Size and SizeLimit, but I see it more as the modder's fault when putting such big units into the InitialPassenger.Types.

AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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