Author Topic: [not a bug] Units with size = 0 can' t be build (MG SVN Head / all versions)  (Read 1804 times)

MuwuM

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A Build command does not work when the sie of a the building is 0 or the whole cellmap is 0. Only the first creation hit is done (about 5% of life) and then there is no prgress anymore.

example xmls:
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« Last Edit: 20 July 2012, 16:29:48 by softcoder »

Omega

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Re: Units with size = 0 can' t be build (MG SVN Head / all versions)
« Reply #1 on: 3 February 2012, 18:37:51 »
It's because size 0 units cannot be a target of a command. They cannot be hit by attacks, they cannot be selected, cannot be repaired, etc.

As a workaround, if you really need a size 0 unit, bearing in mind yours, which will not kill itself off, can completely derail the AI, give the unit's time attribute and the build skill's speed attribute sufficiently high values so that it's built in the first tick.
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MuwuM

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Re: Units with size = 0 can' t be build (MG SVN Head / all versions)
« Reply #2 on: 5 February 2012, 01:42:57 »
give the unit's time attribute and the build skill's speed attribute sufficiently high values so that it's built in the first tick.

that is the problem it makes no difference only about 5% are the first tick even with 4000 build-speed and a build-time of 1 my unit gets only 5% changing to size 1 it was build instant.

softcoder

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For units with size 0 and a cellmap with all 0's, you may set allowEmpty=true

Omega

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Where is this attribute located? On the size element or the cellmap element?
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Ishmaru

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For units with size 0 and a cellmap with all 0's, you may set allowEmpty=true

So what does this tag do?
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softcoder

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Its an optional attribute on the cellmap node. It allows you to produce a unit with a cellmap containing of all 0's. Such a unit cannot be attacked, near does the enemy see it because it has no 'space' in the world. If you check out some of the Vbro's packs you'll see how its used (enemies and allies [oil] for example)

Thanks