Totem Arts Staff TK0104 Posted January 23, 2016 Totem Arts Staff Posted January 23, 2016 So I saw yesterday the Nod harvy in Lakeside docking for the first time but he wasn't moving after that. This also happens at other maps Quote
Novilan Posted January 23, 2016 Posted January 23, 2016 Yeah, the harvesters seem to get stuck more often lately. And at Walls the nod harvester is performing a 'pirouette' at the entrance once in a while. Quote
djlaptop Posted February 9, 2016 Posted February 9, 2016 Also on Walls I've noticed that occasionally the GDI harvester drives off the right-side wall to get to the tib field rather than going through the main entrance of the base. Sneaky sneaky! Quote
Totem Arts Staff yosh56 Posted February 10, 2016 Totem Arts Staff Posted February 10, 2016 Also on Walls I've noticed that occasionally the GDI harvester drives off the right-side wall to get to the tib field rather than going through the main entrance of the base. Sneaky sneaky! It's done that since beta 1 randomly. Quote
RoundShades Posted February 10, 2016 Posted February 10, 2016 Probably should make a new topic for this, but... eh, this is close enough, "nod" "harvester" "broken" sounds about right. The harvester still sometimes doesn't clear the strip before a mobile artillery is delivered and destroys it. I noticed in Rx_Vehicle_Manager, that the code to delay after the harvester is there, does it just need to be increased a few more seconds? if(NOD_Queue.Length > 0) { Veh = SpawnVehicle(NOD_Queue[0], TEAM_NOD); if(Veh != None) { NOD_Queue.Remove(0, 1); ClearTimer('queueWork_NOD'); if (NOD_Queue.Length > 0) { if(Rx_Vehicle_Harvester(Veh) != None) SetTimer(ProductionDelay+6.0f+NodAdditionalAirdropProductionDelay, false, 'queueWork_NOD'); else SetTimer(ProductionDelay+4.5f+NodAdditionalAirdropProductionDelay, false, 'queueWork_NOD'); SetTimer(4.5f,false,'DelayedNodConstructionWarn'); Quote
XD_ERROR_XD Posted February 10, 2016 Posted February 10, 2016 Probably should make a new topic for this, but... eh, this is close enough, "nod" "harvester" "broken" sounds about right.The harvester still sometimes doesn't clear the strip before a mobile artillery is delivered and destroys it. I noticed in Rx_Vehicle_Manager, that the code to delay after the harvester is there, does it just need to be increased a few more seconds? if(NOD_Queue.Length > 0) { Veh = SpawnVehicle(NOD_Queue[0], TEAM_NOD); if(Veh != None) { NOD_Queue.Remove(0, 1); ClearTimer('queueWork_NOD'); if (NOD_Queue.Length > 0) { if(Rx_Vehicle_Harvester(Veh) != None) SetTimer(ProductionDelay+6.0f+NodAdditionalAirdropProductionDelay, false, 'queueWork_NOD'); else SetTimer(ProductionDelay+4.5f+NodAdditionalAirdropProductionDelay, false, 'queueWork_NOD'); SetTimer(4.5f,false,'DelayedNodConstructionWarn'); Oh man, this made me giggle! I actually remember that the waiting time for purchase was increased for 2 seconds from 7 to 9 after the Nod harvester landed. In certain maps it would still die due to a fat artillery landing before TT 4.0 happened i believe. Memories... Not always good ones though Quote
RypeL Posted February 10, 2016 Posted February 10, 2016 Probably should make a new topic for this, but... eh, this is close enough, "nod" "harvester" "broken" sounds about right.The harvester still sometimes doesn't clear the strip before a mobile artillery is delivered and destroys it. I noticed in Rx_Vehicle_Manager, that the code to delay after the harvester is there, does it just need to be increased a few more seconds? Yeah, could easily do that. Just by how much ? Quote
Glacious Posted February 10, 2016 Posted February 10, 2016 From watching this happen on maps quite a few times, I think at a bare minimum needs to be increased by 2 maybe even 3 seconds. Quote
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