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Offline Apocalypse232  
#1 Posted : Tuesday, June 18, 2019 7:06:41 AM(UTC)
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Hi there, I need help with my Marauders!
Recently, while playing the NProject mod for ZH, I noticed that the Marauder tank's turret is rotating, unlike in the original game, where the tank rotates its entire body to fire at a target if it is not right in front of it. I tried to do the same thing to the Marauders in my mod and I can tell you that the turret is rotating but the downside of this is that the Marauder is not moving at all while coming out of the Arms Dealer, even after selling it off! The tank won't move! It's just frozen and can only fire!

Here is the code from the Nproject mod:


Here is the code from my mod:


I hope someone can figure out what's wrong and DM meWink
Thanks

Edited by user Tuesday, June 18, 2019 7:07:41 AM(UTC)  | Reason: Not specified

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Offline SkyMix_RMT  
#2 Posted : Tuesday, June 18, 2019 9:41:00 AM(UTC)
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You forgot to add the Locomotor.
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Apocalypse232 on 6/19/2019(UTC)
Offline evulant  
#3 Posted : Tuesday, June 18, 2019 12:13:01 PM(UTC)
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Isn't the real problem that he added another AIUpdateInterface right after the locomotor?



IIRC, no object should have more than one AI interface anyway, and it should always come before Locomotors. Also the second even has a TurretTurnRate set which would allow the Marauder to turn its turret which is clearly not intended.

Edited by user Tuesday, June 18, 2019 12:14:06 PM(UTC)  | Reason: Not specified

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SkyMix_RMT on 6/18/2019(UTC), Apocalypse232 on 6/19/2019(UTC), CommieDog on 12/31/2019(UTC)
Offline Apocalypse232  
#4 Posted : Tuesday, June 18, 2019 12:51:48 PM(UTC)
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So what's the solution for the problem? I need a direct answer please!
Offline SkyMix_RMT  
#5 Posted : Tuesday, June 18, 2019 3:30:01 PM(UTC)
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Thanks for the heads up Evulant, I was on the phone and didn't check hard enough.

Originally Posted by: apocalypse232 Go to Quoted Post
So what's the solution for the problem? I need a direct answer please!


As Evulant said, Locomotors always come after AIUpdateInterface. Also, you have 2 AIUpdateInterfaces that do the same thing, remove this one:

""
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
""


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thanks 2 users thanked SkyMix_RMT for this useful post.
Apocalypse232 on 6/19/2019(UTC), CommieDog on 12/31/2019(UTC)
Offline Apocalypse232  
#6 Posted : Wednesday, June 19, 2019 4:37:36 AM(UTC)
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Thanks for your help, I have another issue but this time its General Kwai's Emperor Tank. It's not auto-repairing itself from its own propaganda tower! Even after purchasing the Subliminal Messaging upgrade. All I wanted was to make its propaganda tower get upgraded when I purchased the Subliminal Messaging upgrade because originally that doesn't happen!
To make it even more clear, I've attached a picture that you can check out.

Here is the code for Emperor Tank from my mod:


Here is the code for its propaganda tower:

I hope someone helps me out!
Thanks in advance.
File Attachment(s):
Emperor Tank.png (2,697kb) downloaded 29 time(s).
Offline evulant  
#7 Posted : Wednesday, June 19, 2019 7:00:03 AM(UTC)
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You forgot



in the PropagandaTowerBehavior for the Emperor.

Originally Posted by: apocalypse232 Go to Quoted Post




The Emperor Overlord doesn't use the Tank General's Propaganda Tower object (Tank_ChinaTankOverlordPropagandaTower) unlike the vanilla Overlord (which uses ChinaTankOverlordPropagandaTower). EA probably just forgot to remove the object as it isn't used anywhere, so its PropagandaTowerBehavior is irrelevant.
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Apocalypse232 on 6/19/2019(UTC), CommieDog on 12/31/2019(UTC)
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