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Nod harvester path broken (5.14)


TK0104

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  • 3 weeks later...

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');

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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

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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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