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Harvestor Problem

Slye_Fox's Photo Slye_Fox 09 Aug 2008

is anyone else haveing this problem?

When one of my harvestors are spawned/built, they don't auto dock with a refinery, until after you tell them to do it for the first time.
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Dutchygamer's Photo Dutchygamer 09 Aug 2008

Odd... Have you changed some of the autodock codes maybe?
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Slye_Fox's Photo Slye_Fox 09 Aug 2008

what auto dock code?
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SPY46's Photo SPY46 17 Aug 2008

i know of 2 things about this that are not code related.

1: the harvesters will some times not actually dock with the refinery but still unload at it, just looks odd.

2: if its not the same one that it was creaded from but there is one at that one, some times they wait for theirs to not be being used even if there is one close by that isnt being used.

BUT i could be wrong.
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Slye_Fox's Photo Slye_Fox 17 Aug 2008

1. I got that, i need to know how to rig the refinyery properly.

2. this ain't happening.
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Vengence's Photo Vengence 21 Aug 2008

I think all of E-Studios needs to contact EA and make this a big issue...

Think, most of your favorite mods would be impossible if this cannot be solved :P.
*sees TD and TS conversion harvesters dumping at the side of the building*
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Slye_Fox's Photo Slye_Fox 02 Oct 2008

bump
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Kichō's Photo Kichō 02 Oct 2008

I had this...It could be due to the pathfinding It's fixed in KW but EA said that they were looking into this and should make a 10th patch to fix this....
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Slye_Fox's Photo Slye_Fox 02 Oct 2008

so, pathfinding is the cause of my harvisters not going tot he refinery AT ALL when they're first made?
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SPY46's Photo SPY46 02 Oct 2008

it could be, unless you edited some thing but didnt notice it.
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Slye_Fox's Photo Slye_Fox 02 Oct 2008

all I've done is to coppy the existing C&C3 harvestor and change it's model
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Sedistix's Photo Sedistix 03 Oct 2008

I would guess that if they work fine in original game play, but fail only when using your modification. The modification is too blame.
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Dutchygamer's Photo Dutchygamer 04 Oct 2008

Maybe it's just something hard-coded?
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Sgt. Rho's Photo Sgt. Rho 04 Oct 2008

maybe it's got something to do with the lua scripts?
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Slye_Fox's Photo Slye_Fox 25 Dec 2008

bump
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ccgx's Photo ccgx 25 Dec 2008

take a look into the refinery. I hade this problem too, but Im not sure what it was, but I think it was something in the refinery.
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Slye_Fox's Photo Slye_Fox 25 Dec 2008

could you send your fixed refinery, so i can compare?
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ccgx's Photo ccgx 25 Dec 2008

no, because we have additional code in there, which I dont want to show. you could just compare with the orginal refinery's. or post your code here.
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Slye_Fox's Photo Slye_Fox 25 Dec 2008

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ccgx's Photo ccgx 25 Dec 2008

try add this into behavior:
<SupplyCenterCreate
	id="SupplyCenterCreate" />

Edited by ccgx, 25 December 2008 - 22:54.
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Slye_Fox's Photo Slye_Fox 26 Dec 2008

That fixed it, cheers.
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Slye_Fox's Photo Slye_Fox 26 Dec 2008

next question, related to this subject;

How do i rig the refinery's dacking position?
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ccgx's Photo ccgx 26 Dec 2008

make 3 bones named DockStart, DockAction and DockEnd in you model (Start and End will probably be on the same position) and change this to the right coordinates:
            <QueueProductionExitUpdate
                id="ModuleTag_QueueProduction"
                ExitDelay="1">
                <UnitCreatePoint
                    x="2.5"
                    y="-20.0"
                    z="0.0" />
                <NaturalRallyPoint
                    x="53.5"
                    y="-20.0"
                    z="0.0" />
            </QueueProductionExitUpdate>

Edited by ccgx, 26 December 2008 - 00:46.
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Slye_Fox's Photo Slye_Fox 26 Dec 2008

but my refinery can make units, and it's in a different position to the docking place.
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ccgx's Photo ccgx 26 Dec 2008

then just make the bones and look if it works. I just said that how its in the orginal files and how it works on my mod.
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