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LATE ACTIVATION Infantry reacts to previous explosions when activated.


Go to solution Solved by Flappie,

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Posted

Hi,

I want to have infantery unit to escape when a unit is destroyed. When the unit explode, the infantery activate, move a little bit, put a knee on the ground, look a little bit right and left, get up and run.

They should run once they are activated.

Tried with different infantery units and different map, with the same result.

The bug appears with the new OB 2.8.0.33006.

Track in attached file.

Thanks,

Vincent

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

Posted

Oups, how stupid I am!😄

Here it is!

I noticed that the infantery does not react like that if there is no explosion.

Thanks,

Vincent

Infantery On Knee.trk

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

Posted (edited)

Thank you. I made some tests. It seems infantry units act like this when in a 650m radius from an explosion. I'll ask if this is expected or not.

Edited by Flappie

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Posted

I insert a delay of 5 seconds between the explosion and the unit activation, but that does not change the behaviour of the infantery.

IAMD Ryzen 9 5900X 12x 3.7 to 4.8Ghz - 32Go DDR4 3600Mhz - GeForce RTX 3080 - Samsung Odyssey G7 QLED - AIMXY

  • 1 year later...
Posted (edited)

Something I haven't previously noticed, and what cannot possibly be an intended behavior is units that are late activated will react to explosions that happened well before they spawn in.  Someone drops a bomb in a city, another group spawns any period of time later and they will move around right after spawn.  This is especially problematic if you are trying to spawn a unit on to a building rooftop, they will most likely run off the edge and end up on the ground because you had engaged something else in the area prior to their activation.

Edited by PhoenixSims
  • 3 months later...
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