Ala13_Kokakolo Posted April 16, 2016 Posted April 16, 2016 (edited) The problem with this groups is they act as a group always. Lets say I got a road column and my planes have to destroy it. It they destroy the first element of the column, the remaining column units crash into the debris and destroy themselves one by one creating a pile until the whole group is destroyed. So I tick the box "delete after kill" to make the debris go away. But it does not go. Why? because the WHOLE group act as one, remember? so until THE WHOLE group is destroyed entirely, it does not go away, not even the debris. So... lets put an "onKilledEvent" attached to each unit which deactivate (delete) the unit when killed. Guess what, yes, it still act as a group. So no matter which unit in the group I destroyed THE WHOLE GROUP AGAIN gets deactivated (deleted)... this is getting really frustrating... So far I managed to avoid slightly the effect by using a proximity event attached to the group so every time they find an obstacle on the road they have a "panic move" ---> off road ---> 5 secs timer ----> back on the road again. It was a very mild success, it avoids the damage, but because the whole group gets panic at the same time, the results are unpredictable and some units end crashing anyway. I guess the only answer will be just using solo units and avoid entirely working with groups. But doing that with 32 units (that is what I am working with) and attach panic triggers to all of them twice (one for plane attacks, another for road obstacles) is very time consuming. Edited April 16, 2016 by Ala13_Kokakolo
coconut Posted April 16, 2016 Posted April 16, 2016 So... lets put an "onKilledEvent" attached to each unit which deactivate (delete) the unit when killed Deactivate and delete don't behave the same, which one did you use? Deactivate affects the whole group, whereas delete affects the individual. Also keep in mind that when a unit dies while it is the leader, the next unit inherits the leader's logic when it becomes the leader. Or at least that's what I think happens, but I'm not sure about the details. Regarding solo-units: good luck with that, it seems like a lot of work.
Ala13_Kokakolo Posted April 16, 2016 Author Posted April 16, 2016 I used deactivated because if I use [Truck (onKilledEvent) <-------> delete] the game crashes... I do not know why... (Not the game, just the server)
coconut Posted April 16, 2016 Posted April 16, 2016 I used deactivated because if I use [Truck (onKilledEvent) <-------> delete] the game crashes... I do not know why... (Not the game, just the server) Interesting. Does it crash too if you uncheck "delete after destroyed"? It once worked, so that's a new bug.
Ala13_Kokakolo Posted April 17, 2016 Author Posted April 17, 2016 Yes it does. The window error message was this: Problem signature: Problem Event Name: BEX64 Application Name: DServer.exe Application Version: 1.0.0.1 Application Timestamp: 57067295 Fault Module Name: StackHash_3a7c Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Offset: 0000000000000003 Exception Code: c0000005 Exception Data: 0000000000000008 OS Version: 6.1.7601.2.1.0.768.3 Locale ID: 2057 Additional Information 1: 3a7c Additional Information 2: 3a7c950807fcd0ee2c8d95051fbf17b7 Additional Information 3: 6c5b Additional Information 4: 6c5b550bd9bc2111f0810e80aad0655f
coconut Posted April 17, 2016 Posted April 17, 2016 If you haven't already, I suggest you post this in the Bugs sub-forum, together with the mission that triggers it.
Ala13_Kokakolo Posted April 17, 2016 Author Posted April 17, 2016 I will do a couple more tests and once I finish I will post the bug. I want to be sure that is the only problem, so I will create another group from scratch just with a triggered delete and I will check that the same problem happens
LLv34_Temuri Posted April 20, 2016 Posted April 20, 2016 I'm also struggling with ground unit groups now. For our server mission, we need to be able to spawn a vehicle column on regular intervals. I have placed an OnKilled->Delete trigger for the vehicle so that other vehicles won't crash into the wreckage. However, I noticed that I can't use a single spawner to spawn the whole column, since if I have multiple vehicles that are spawned by triggering one spawner, and one of those vehicles is killled, ALL vehicles that come to play via the spawner get deleted because of the OnKilled->Delete trigger. That's why I'm spawning each vehicle using an individual spawner with a delay. Can't get them to work as a group by doing that though, so I need to set up some kind of proximity-panic stop triggering, like what Kokakolo was using. I really wish there was some built-in Panic Stop or some such functionality in the vehicles, so that there wouldn't be a need to set up that trigger.
Ala13_Kokakolo Posted April 20, 2016 Author Posted April 20, 2016 You can copy what I did. I have posted a link on the other thread. Please let me know if you make it work better.
Urra Posted April 21, 2016 Posted April 21, 2016 I'll give it a go and report how it went. Looking forward to your report.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now