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Harvestor Problem


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#1 Slye_Fox

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Posted 09 August 2008 - 03:27

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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#2 Dutchygamer

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Posted 09 August 2008 - 09:01

Odd... Have you changed some of the autodock codes maybe?
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#3 Slye_Fox

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Posted 09 August 2008 - 12:35

what auto dock code?
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#4 SPY46

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Posted 17 August 2008 - 06:37

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.

#5 Slye_Fox

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Posted 17 August 2008 - 14:23

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

2. this ain't happening.
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#6 Vengence

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Posted 21 August 2008 - 15:50

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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#7 Slye_Fox

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Posted 02 October 2008 - 18:02

bump
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#8 Kichō

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Posted 02 October 2008 - 18:11

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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#9 Slye_Fox

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Posted 02 October 2008 - 18:29

so, pathfinding is the cause of my harvisters not going tot he refinery AT ALL when they're first made?
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#10 SPY46

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Posted 02 October 2008 - 18:59

it could be, unless you edited some thing but didnt notice it.

#11 Slye_Fox

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Posted 02 October 2008 - 19:45

all I've done is to coppy the existing C&C3 harvestor and change it's model
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#12 Sedistix

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Posted 03 October 2008 - 12:46

I would guess that if they work fine in original game play, but fail only when using your modification. The modification is too blame.

#13 Dutchygamer

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Posted 04 October 2008 - 09:49

Maybe it's just something hard-coded?
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#14 Sgt. Rho

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Posted 04 October 2008 - 10:43

maybe it's got something to do with the lua scripts?

#15 Slye_Fox

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Posted 25 December 2008 - 21:28

bump
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#16 ccgx

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Posted 25 December 2008 - 21:52

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.
ccgx - Like Phoenix from the Ashes
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#17 Slye_Fox

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Posted 25 December 2008 - 21:54

could you send your fixed refinery, so i can compare?
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#18 ccgx

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Posted 25 December 2008 - 22:40

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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#19 Slye_Fox

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Posted 25 December 2008 - 22:48

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			<ContactPoint>
				<Pos
					x=&#34;63.0&#34;
					y=&#34;45.0&#34;
					z=&#34;0&#34; />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x=&#34;63.0&#34;
					y=&#34;-45.0&#34;
					z=&#34;10&#34; />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x=&#34;63.0&#34;
					y=&#34;45.0&#34;
					z=&#34;0&#34; />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x=&#34;-34.0&#34;
					y=&#34;-45.0&#34;
					z=&#34;35&#34; />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x=&#34;63.0&#34;
					y=&#34;45.0&#34;
					z=&#34;0&#34; />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x=&#34;-34.0&#34;
					y=&#34;-45.0&#34;
					z=&#34;35&#34; />
			</ContactPoint>
			<ContactPoint>
				<Pos
					x=&#34;-49.0&#34;
					y=&#34;45.0&#34;
					z=&#34;0&#34; />
			</ContactPoint>
		</Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound=&#34;AudioEvent&#58;GDI_RefinerySelect&#34;
				AudioType=&#34;voiceSelect&#34; />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound=&#34;HumanFaction_MediumBuilding_LightDamageMS&#34; AudioType=&#34;soundOnDamaged&#34; />
			<AudioEntry Sound=&#34;HumanFaction_MediumBuilding_HeavyDamageMS&#34; AudioType=&#34;soundOnReallyDamaged&#34; />
		</AudioArraySound>
		<ShadowInfo
			Type=&#34;VOLUME&#34; />
		<VisionInfo
			VisionRange=&#34;100&#34;
			ShroudClearingRange=&#34;150&#34; />
		<ProjectedBuildabilityInfo
			Radius=&#34;0&#34;
			BuildPlacementTypes=&#34;MAIN_STRUCTURE OTHER_STRUCTURE&#34; />
	</GameObject>
</AssetDeclaration>

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#20 ccgx

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Posted 25 December 2008 - 22:53

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

Edited by ccgx, 25 December 2008 - 22:54.

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#21 Slye_Fox

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Posted 26 December 2008 - 00:09

That fixed it, cheers.
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#22 Slye_Fox

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Posted 26 December 2008 - 00:34

next question, related to this subject;

How do i rig the refinery's dacking position?
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#23 ccgx

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Posted 26 December 2008 - 00:44

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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#24 Slye_Fox

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Posted 26 December 2008 - 01:00

but my refinery can make units, and it's in a different position to the docking place.
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#25 ccgx

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Posted 26 December 2008 - 01:49

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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