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Vehicle bug [message #464081] Fri, 09 March 2012 10:06 Go to next message
T0RN is currently offline  T0RN
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Since beta 4 my server is showing buildings as vehicles.
I thought maybe I screwed presets up, so I went back to default. Still happening.

[11:58] <MapPack> Terminating game on demand...
[11:58] <MapPack> Loading level C&C_City.mix
[11:58] <MapPack> Host: Teams have been remixed.
[11:58] <MapPack> Level loaded OK
[11:58] <MapPack> Host: [BR] Settings for C&C_City.mix: Time Limit: 0, Mine Limit: 40, Vehicle Limit: 8.Donations are allowed after 5 minutes.
[11:58] <T0RN> !ve
[11:58] <MapPack> Current Vehicles:
[11:58] <MapPack> GDI Vehicles: 1 GDI Harvester, 5 Advanced Guard Tower
[11:58] <MapPack> Nod Vehicles: 1 Obelisk, 2 Nod Turret, 1 Nod Harvester



[12:01] <T0RN> !gameover NOW
[12:01] <MapPack> GameOver CMD Sent.
[12:01] <MapPack> Terminating game on demand...
[12:01] <MapPack> Loading level c&c_bunkersts.mix
[12:01] <MapPack> Level loaded OK
[12:01] <MapPack> Host: [BR] Settings for c&c_bunkersts.mix: Time Limit: 0, Mine Limit: 40, Vehicle Limit: 8.Donations are allowed after 5 minutes.
[12:02] <T0RN> !ve
[12:02] <MapPack> Current Vehicles:
[12:02] <MapPack> GDI Vehicles: 1 GDI Harvester, 2 GDI Guard Tower
[12:02] <MapPack> Nod Vehicles: 2 Nod Turret, 1 Nod Harvester
Re: Vehicle bug [message #464084 is a reply to message #464081] Fri, 09 March 2012 11:13 Go to previous messageGo to next message
Omar007 is currently offline  Omar007
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Turrets and Guard Towers are actually vehicles.
Same goes for the weapons of the AGT and Obelisk afaik, although I haven't ever checked that tbh Razz


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[Updated on: Fri, 09 March 2012 11:15]

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Re: Vehicle bug [message #464085 is a reply to message #464081] Fri, 09 March 2012 11:17 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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AGT and Obelisk aren't, but their weapons are. That's why it's counting 5 "AGTs".

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

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Re: Vehicle bug [message #464087 is a reply to message #464081] Fri, 09 March 2012 11:58 Go to previous messageGo to next message
T0RN is currently offline  T0RN
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But this has never happened before. What can be causing this?
Seems to have started since beta 4 update
Re: Vehicle bug [message #464088 is a reply to message #464081] Fri, 09 March 2012 12:09 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Probably because the change introduced to log certain vehicle objects as buildings, Turrets and Guard Towers previously didn't display as the engine considers them vehicles and not buildings.

Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: Vehicle bug [message #464093 is a reply to message #464088] Fri, 09 March 2012 13:26 Go to previous messageGo to next message
T0RN is currently offline  T0RN
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iRANian wrote on Fri, 09 March 2012 14:09

Probably because the change introduced to log certain vehicle objects as buildings, Turrets and Guard Towers previously didn't display as the engine considers them vehicles and not buildings.

I don't like it Sad
Change it back TT people please Tell Me
Re: Vehicle bug [message #464095 is a reply to message #464081] Fri, 09 March 2012 13:41 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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Haha, not bragging, but I don't experience those issues because I edited the code to have the same method as the old ssgm 2.0.2. It will classify Turrets and Guard Towers as buildings and I also put in the fix for the double created event bug when attaching scripts in the level loaded hook.

I wonder if TT will decide to change it like the old way.


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Re: Vehicle bug [message #464098 is a reply to message #464095] Fri, 09 March 2012 14:59 Go to previous messageGo to next message
iRANian is currently offline  iRANian
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Xpert wrote on Fri, 09 March 2012 13:41

Haha, not bragging, but I don't experience those issues because I edited the code to have the same method as the old ssgm 2.0.2. It will classify Turrets and Guard Towers as buildings and I also put in the fix for the double created event bug when attaching scripts in the level loaded hook.

I wonder if TT will decide to change it like the old way.

Oh that's what the level loaded issues I had were about, thought that was fixed. Could you send me the method to workaround the double created event bug?


Long time and well respected Renegade community member, programmer, modder and tester.

Scripts 4.0 private beta tester since May 2011.

My Renegade server plugins releases
Re: Vehicle bug [message #464174 is a reply to message #464098] Sat, 10 March 2012 17:10 Go to previous messageGo to next message
Xpert is currently offline  Xpert
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iRANian wrote on Fri, 09 March 2012 16:59

Xpert wrote on Fri, 09 March 2012 13:41

Haha, not bragging, but I don't experience those issues because I edited the code to have the same method as the old ssgm 2.0.2. It will classify Turrets and Guard Towers as buildings and I also put in the fix for the double created event bug when attaching scripts in the level loaded hook.

I wonder if TT will decide to change it like the old way.

Oh that's what the level loaded issues I had were about, thought that was fixed. Could you send me the method to workaround the double created event bug?



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Re: Vehicle bug [message #464199 is a reply to message #464081] Sun, 11 March 2012 00:09 Go to previous message
jonwil is currently offline  jonwil
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Fixed. base defenses will now output the correct messages so brenbot will treat them as buildings and not vehicles.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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