Jump to content

The problem working with ground unit groups


Recommended Posts

Ala13_Kokakolo
Posted (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 by Ala13_Kokakolo
Posted

 

 

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

I used deactivated because if I use [Truck (onKilledEvent) <-------> delete] the game crashes... I do not know why... (Not the game, just the server)

Posted

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

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
Posted

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

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

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

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.

LLv34_Temuri
Posted

I'll give it a go and report how it went.

Posted

I'll give it a go and report how it went.

Looking forward to your report.

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...