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  • Totem Arts Staff
Posted

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

Posted

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.

  • 3 weeks later...
Posted

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!

  • Totem Arts Staff
Posted
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.

Posted

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');

Posted
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 :o

Posted
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 ?

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