Power-outage only when infiltrating advanced powerplants
#13588
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But what if a powerplant is damaged and theres a power shortage, will the engineer both repair it and fix the power outage?
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That's probably better but then you have the issue that the engi already enters buildings for a different reason. So someone needs to work out a way of discriminating when the action should have result A or result B.JOo wrote: ↑how about that zinc ?
Maybe that's easy to do, or maybe not.
Maybe that's the easist way to do it?-- every time an engi enters a building it both looks to repair it, and fix the electricity sabotage?noobmapmaker wrote: ↑But what if a powerplant is damaged and theres a power shortage, will the engineer both repair it and fix the power outage?
You just need to make entry possible if either (a) there is sabotage, or (b) the building needs to be repaired (or both of course).
I know about the edit, and already use it for correcting occasional spelling errors.JOo wrote: ↑btw. zinc .... theres a button on the right that says "Edit" on every of your posts ... when you click it you can add another sentence to a post instead of creating a new post for every sentence
Im 100% sure that Microbit is telling you to edit your posts rather than spamming threads with triple posts.zinc wrote: ↑I know about the edit, and already use it for correcting occasional spelling errors.JOo wrote: ↑btw. zinc .... theres a button on the right that says "Edit" on every of your posts ... when you click it you can add another sentence to a post instead of creating a new post for every sentence
Don't ask me how I know.
JOo wrote: ↑we just let him enter the building
I'm curious if RA wants to keep engineers use consistent. RIght now there is external capture and then you need to use up engineers to repair (or remove power outage in this case). I'd like to see it kept consistent to add more use to engineers, currently you can hardly even use then when they are need to repair because they die to enemy fire before being consumed. It might actually become meta to keep an engineer around assisting with repairJOo wrote: ↑and then its fixed
Last edited by anjew on Thu Jul 06, 2017 8:58 am, edited 1 time in total.
- AoAGeneral1
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I think theres a feature in the pipeline that allows to let him enter on the closest cell of a building (instead the middle of a building) that means , in the future you can let a engineer jump inside a building on the edge rather then waiting for him to reach the middle of it (and then probably getting shot before entering)anjew wrote: ↑ I'm curious if RA wants to keep engineers use consistent. RIght now there is external capture and then you need to use up engineers to repair (or remove power outage in this case). I'd like to see it kept consistent to add more use to engineers, currently you can hardly even use then when they are need to repair because they die to enemy fire before being consumed. It might actually become meta to keep an engineer around assisting with repair
i've made the ticket for this in 2014
https://github.com/OpenRA/OpenRA/issues/5183
and these are related :
https://github.com/OpenRA/OpenRA/issues/11416
https://github.com/OpenRA/OpenRA/issues/8064
and this here is the fix from paul , 20 days ago :
+* Changed units entering buildings to go to the closest point of the building, not the middle, lessening their chances of being crushed. #13495
https://github.com/OpenRA/OpenRA/pull/13495
and the feature that allows this is the "hitshape-trait" update from reaperrr
https://github.com/OpenRA/OpenRA/pull/13314
here a screen how it was before or "right now" (engineer tries to reach the yellow point) :
and how it will be after the hitshape-update (engineers can enter through all the pink crosses) :
theres not really anything to reflect here ... you definitly want to have an engineer ready "beforehand" ... otherwise its not worth itAoAGeneral1 wrote: ↑Question itself to the issue and being ironic.
How long does it take to build an engineer when on low power?
How long does the spy low power last for?
engineer is ready in 36 seconds under low power