The rocketTank AI is pretty much the most useful thing that there is for modders in BZ2 as far as unit creation goes.
It fights well, performs subAttack tasks well and obeys weaponMask. It can be used to make cloaking units or flying units or kikass megadeath boss units that belt you with 5 cannons, or simply just provide competent AI units that can weapon switch and strafe.
Its when you command it however that the problem becomes apparent. RT units under player command will all of a sudden decide to stop using all their weapons, apprently stuck on the first slot, and then continue to be gumby for rest of their lives. This is a very well known bug, still apparent in 1.3 and it kills mods. Same for morphTank AI. All of a sudden your powerful and expensive AI wingman becomes effectively useless at what it was designed to do. Even stock RTs instantly drop 50% effectiveness.
It seems to happen most often when an RTAI unit is told to change targets (eg: through telling it to Hold, hence the handle).
1.3 has a lot of cool new modding stuff, but a few little critical fixes like this have been missed, possibly because the significance of them was not immediately obvious. Well this one is significant. It is nasty and it seriously undermines attempts to mod new unit functionality. Can this bug be addressed?
Thanks from the mod community.[/b]
It fights well, performs subAttack tasks well and obeys weaponMask. It can be used to make cloaking units or flying units or kikass megadeath boss units that belt you with 5 cannons, or simply just provide competent AI units that can weapon switch and strafe.
Its when you command it however that the problem becomes apparent. RT units under player command will all of a sudden decide to stop using all their weapons, apprently stuck on the first slot, and then continue to be gumby for rest of their lives. This is a very well known bug, still apparent in 1.3 and it kills mods. Same for morphTank AI. All of a sudden your powerful and expensive AI wingman becomes effectively useless at what it was designed to do. Even stock RTs instantly drop 50% effectiveness.
It seems to happen most often when an RTAI unit is told to change targets (eg: through telling it to Hold, hence the handle).
1.3 has a lot of cool new modding stuff, but a few little critical fixes like this have been missed, possibly because the significance of them was not immediately obvious. Well this one is significant. It is nasty and it seriously undermines attempts to mod new unit functionality. Can this bug be addressed?
Thanks from the mod community.[/b]