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Veterancy Gain for Unit AFTER Build via Science, Ahh..if there's a possible way uguu :c
Sato-kun
post 25 May 2015, 12:57
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For instant, Im talking about the unit that've being build out of factory/barracks gain the veterancy after a certain science being purchase

If there;s a work away around about that


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Shiro
post 25 May 2015, 13:58
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It might be possible by spawning a crate on top of the unit which can only be collected once the science is purchased. A completely alternate way would be to give the unit a hacker behavoir and place it inside of a "training" facility (just make sure you don't somehow end up with negative money).
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The_Hunter
post 26 May 2015, 19:53
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I recently did exactly what you are describing to fix a bug in ROTR

Basically you make your infantry use bike logic and make the default rider it has gain the veterancy from the generals power and not the primary object.


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Kommandant Karis...
post 26 May 2015, 22:10
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That sounds intricate as hell. @_@

So is that how you worked around the Veteran Company/Chemical Suits bug?

EDIT: Nevermind I missed that part of the post. mindfuck.gif

This post has been edited by Kommandant Karisse: 26 May 2015, 22:11


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Sato-kun
post 28 May 2015, 4:34
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QUOTE
It might be possible by spawning a crate on top of the unit which can only be collected once the science is purchased


I tried that method, butt I've ended up looping my code of spawning em/ even try to make em properly, so I scratch it
Altho that would be suffice method, or so do I thought, but aren't that make the other units that already gain veterancy from battle gain another one and reach it peaks? Like already Veteran > Science Purchase > Straight to Heroic or so?

QUOTE
Basically you make your infantry use bike logic and make the default rider it has gain the veterancy from the generals power and not the primary object.


I did have that idea after thinking on about it after working on the crate one, but as you were saying,
I tried it, annd it still the same, only the one that haven't come out of the Factory get the promotion.
I only gave my Unit one Rider in it.
But by mean my 'Infantry' use the bike logic, you mean the Primary Object(The Vehicle) gain 2nd rider or so? Like the 2nd Infantry already coded to be started on certain promotion, and only need dummy upgrade to be activated to replace the first rider?

Im thinking of replace Object method, but that does not seems like going to work either, literally. Pilot method? + Replace object? hmmm
still trying too tho btw


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The_Hunter
post 28 May 2015, 14:28
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If you want a more detailed explanation just look up the code for the missile defender, ranger or vanguard in the current ROTR test build.

This method obviously does not work for transport vehicles.


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Sato-kun
post 29 May 2015, 4:14
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That'll help for now, thanks tho


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ZoneAlpha07
post 31 Jul 2015, 2:39
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(1) When I use units with the veterancy + chem suits bug fix (codes like the ones applied in the recent upload of the mod Reborn) in campaign missions, they instantly die whenever they exit transport vehicles and buildings they garrisoned.

(2) The bike logic applied to the pathfinder seems to trigger a bug in USA Campaign mission 3 (the snowy mission in ZH) where a few seconds after the player gains control of Burton and his team, the pathfinders die as well. However, in USA Campaign mission 4 (the oil derricks mission), the pathfinders work perfectly fine.
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ai_beyondcontrol
post 31 Jul 2015, 4:25
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QUOTE (ZoneAlpha07 @ 31 Jul 2015, 9:39) *
(1) When I use units with the veterancy + chem suits bug fix (codes like the ones applied in the recent upload of the mod Reborn) in campaign missions, they instantly die whenever they exit transport vehicles and buildings they garrisoned.

(2) The bike logic applied to the pathfinder seems to trigger a bug in USA Campaign mission 3 (the snowy mission in ZH) where a few seconds after the player gains control of Burton and his team, the pathfinders die as well. However, in USA Campaign mission 4 (the oil derricks mission), the pathfinders work perfectly fine.


I assume that these problems don't show up in skirmish games, right?
Currently the campaign mode or independent missions are not officially supported by the dev. team, so there might be some script conflicts.
But for further details I assume it's better to have more professional answers from SWR team.
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ZoneAlpha07
post 31 Jul 2015, 5:35
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QUOTE (ai_beyondcontrol @ 30 Jul 2015, 21:25) *
I assume that these problems don't show up in skirmish games, right?
Currently the campaign mode or independent missions are not officially supported by the dev. team, so there might be some script conflicts.
But for further details I assume it's better to have more professional answers from SWR team.

Yep, not in skirmish games. But still I find playing with the modded factions on ZH campaign missions fun (esp with the campaign maps redone in the mod ProGen) so probably, I'll remove the veterancy gain stuff from the units affected, just for now, in the campaign missions.

As for the pathfinder, well, I can't only use the ones from the Chinooks after the intro in USA03, so I'll probably just replace them with Navy Seals for now.
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Zeke
post 31 Jul 2015, 6:34
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It's possible that your using the wrong infantry objects in worldbuilder.


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ZoneAlpha07
post 31 Jul 2015, 21:56
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QUOTE (Zeke @ 30 Jul 2015, 23:34) *
It's possible that your using the wrong infantry objects in worldbuilder.

Well, I did the same trick/codes you did/used in Reborn Commander-in-Chief's Rangers that start with an Elite veterancy, where you used the "Ranger" (dummy) with "RangerActual" (the one with the veterancy+chemsuits fix) as the build variation. The only difference was that the Rangers I use gain veterancy via Science.

Anyways, so I put both the Ranger (dummy) and the RangerActual in worldbuilder. Then in-game, I put them in a Bradley IFV. They died, so I tried it with a Humvee (assuming the bug's from the Bradley)and lastly, a civilian building, and the same problem occured. Both types of infantry units die whenever I made them exit the different transports or civilian buildings.
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ai_beyondcontrol
post 1 Aug 2015, 3:27
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QUOTE (ZoneAlpha07 @ 1 Aug 2015, 4:56) *
Well, I did the same trick/codes you did/used in Reborn Commander-in-Chief's Rangers that start with an Elite veterancy, where you used the "Ranger" (dummy) with "RangerActual" (the one with the veterancy+chemsuits fix) as the build variation. The only difference was that the Rangers I use gain veterancy via Science.

Anyways, so I put both the Ranger (dummy) and the RangerActual in worldbuilder. Then in-game, I put them in a Bradley IFV. They died, so I tried it with a Humvee (assuming the bug's from the Bradley)and lastly, a civilian building, and the same problem occured. Both types of infantry units die whenever I made them exit the different transports or civilian buildings.


Well,I created a map with RotR 1.851 and I placed some rangers and humvees on the map and repeated your test but found no problems.
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ZoneAlpha07
post 1 Aug 2015, 5:11
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QUOTE (ai_beyondcontrol @ 31 Jul 2015, 20:27) *
Well,I created a map with RotR 1.851 and I placed some rangers and humvees on the map and repeated your test but found no problems.

So that means it has something to do with the scripts used in ZH campaign maps. Now I really don't know what in the scripts would cause the rangers to die when they exit ground transports and civilian buildings.

Edit: I just found out that only Rangers that were put in the map through worldbuilder has the bug. I also noticed the same thing with the Pathfinders. Rangers/Pathfinders that come out of the barracks don't have it. So what trick should I do then?

This post has been edited by ZoneAlpha07: 3 Aug 2015, 0:58
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