Faults with new infantry -1 reply

Please wait...

redgroupclan

is gay.

50 XP

16th August 2008

0 Uploads

15,616 Posts

0 Threads

#1 9 years ago

Alright in the Rebel platoons (plex and trooper), I replaced the normal soldiers with trained indigenous units. Now heres the problems: I gave all of them the Take Cover ability by copy and pasting the units abilities codeline from reb troopers, and when I use it on them, they either spread out but walk in place or they just dont move. 2nd problem: With each transport of Plex squads I get, theres a squad with no Plex soldiers, but thats not the problem. The problem is that the squad with no plex soldiers likes to have...freewill...Say Im on the Wayland story map. I order the squad to guard the northmost reinforcement point, turn away a few seconds to monitor the defense force that surrounds the area where the shuttles land by my RP. Then BAM! I go back to look at the squad I ordered to guard the RP, and they're walking towards the other side of the map. I walk them back to the RP, look away for a few seconds, and BAM! They're walking towards the defense force. In short: I need to know how to make it so my indigenous units will effectively animate the take cover ability rather than spreading out to walk in place or staying in place. Along with that, I need to know how to get a squad of no-plex infantry (that comes with every batch of Plex soldiers) to stop from walking everywhere even though I dont tell them to.:kerian:




xanofar

Back from the dead!

50 XP

15th April 2008

0 Uploads

783 Posts

0 Threads

#2 9 years ago
redgroupclan;4578687Alright in the Rebel platoons (plex and trooper), I replaced the normal soldiers with trained indigenous units. Now heres the problems: I gave all of them the Take Cover ability by copy and pasting the units abilities codeline from reb troopers, and when I use it on them, they either spread out but walk in place or they just dont move. 2nd problem: With each transport of Plex squads I get, theres a squad with no Plex soldiers, but thats not the problem. The problem is that the squad with no plex soldiers likes to have...freewill...Say Im on the Wayland story map. I order the squad to guard the northmost reinforcement point, turn away a few seconds to monitor the defense force that surrounds the area where the shuttles land by my RP. Then BAM! I go back to look at the squad I ordered to guard the RP, and they're walking towards the other side of the map. I walk them back to the RP, look away for a few seconds, and BAM! They're walking towards the defense force. In short: I need to know how to make it so my indigenous units will effectively animate the take cover ability rather than spreading out to walk in place or staying in place. Along with that, I need to know how to get a squad of no-plex infantry (that comes with every batch of Plex soldiers) to stop from walking everywhere even though I dont tell them to.:kerian:

The walking issue is likely due to their attack response range. That'd be my guess, anyway.

As for the take-cover ability, you may never get that to work unless you want to program the infantry's models yourself. Interestingly enough, Bossk can do the 'take-cover' animation (but he looks really goofy when holding still because his naturally, shuffle-his-feet-in-place-when-idle translates to him bouncing up and down from time to time).




redgroupclan

is gay.

50 XP

16th August 2008

0 Uploads

15,616 Posts

0 Threads

#3 9 years ago
xanofar;4578713The walking issue is likely due to their attack response range. That'd be my guess, anyway.

But there are no enemies on the field. On that level Ill like spend 10 minutes setting up a formation all around the RP's and the unofficial landing area thats by the main RP.




xanofar

Back from the dead!

50 XP

15th April 2008

0 Uploads

783 Posts

0 Threads

#4 9 years ago
redgroupclan;4578721But there are no enemies on the field. On that level Ill like spend 10 minutes setting up a formation all around the RP's and the unofficial landing area thats by the main RP.

Check to see if under land behavior they have the line "HARASS", if so, take it out. "HARASS" is a very rarely included behavior that has rather interesting effects on different units. I've found that with infantry, it basically sets them on a permanant "hunt" mode, whereas with an experimental unit I created that floated and shot missiles, it would fire a missile, move away a bit, turn around, and fire when it's fire recharge was ready - which proved highly effective against grenade-launching enemies due to the fact that it would dodge about half of all their shots simply by moving out of the way on it's own while it was pausing between it's own shots. The only units that I know of that originally had this behavior in the game were the enslaved Pyn'gani units, which was why they would never hold still until they found something to pick a fight with. I'm not sure why they were given the ability, since it doesn't make much sense, but at the same time, I'm wondering why other units weren't given the behavior either... I've been meaning to look further into what, exactly, the "HARASS" behavior does exactly that triggers such interesting behavior in units.

But yeah, you didn't by any chance give your infantry a minimum speed, right? ;)




Jamoking

I Got Some Paper Towels!

50 XP

4th July 2008

0 Uploads

309 Posts

0 Threads

#5 9 years ago

Have you created a container entry for the unit(s). Look in Container.xml and you'll see what I mean, because you'll need a container entry in order for them to stay in formation and for them to be able to use abilities such as "take cover." For future notice, create a container file for all infantry units, I believe that it is required for proper functionality. If you don't understand what to do by looking at the Container.xml, I can explain in greater detail if needed.