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UnitRepair: Difference between revisions
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*The comment fails to mention any bugs, but reenabling it on such a structure will have adverse side-effects and even '''cause an [[Internal Error]]''' - when an AI's unit is damaged, it will attempt to find the closest structure it has with this flag enabled (regardless of whether the unit can actually enter it), and send the unit there for repairs. If that destination structure happens to be an airpad, the game will enter an infinite loop and crash.<br> | *The comment fails to mention any bugs, but reenabling it on such a structure will have adverse side-effects and even '''cause an [[Internal Error]]''' - when an AI's unit is damaged, it will attempt to find the closest structure it has with this flag enabled (regardless of whether the unit can actually enter it), and send the unit there for repairs. If that destination structure happens to be an airpad, the game will enter an infinite loop and crash.<br> | ||
*In addition to this, even aircraft that can legitimately land in this structure will trigger its repair loop after landing, and this loop will kick them off once they're fully repaired, meaning that an aircraft sent to dock with such a structure will never manage to do it.<br> | *In addition to this, even aircraft that can legitimately land in this structure will trigger its repair loop after landing, and this loop will kick them off once they're fully repaired, meaning that an aircraft sent to dock with such a structure will never manage to do it.<br> | ||
*It's funny for Ra2 if [[BuildingTypes]] has a <b>UnitRepair=yes</b> tag (with no other tags associated with and <b>UnitRepair=yes</b>) will make [[VehicleTypes]] on land unable to attack. ([[VehicleTypes]] with tag {{f|BalloonHover|yes|link}}+{{f|Naval|yes|link}} is still allowed to attack normally)<br> | *It's funny for [[TS]],[[FS]],Ra2 if [[BuildingTypes]] has a <b>UnitRepair=yes</b> tag (with no other tags associated with and <b>UnitRepair=yes</b>) will make [[VehicleTypes]] on land unable to attack. ([[VehicleTypes]] with tag {{f|BalloonHover|yes|link}}+{{f|Naval|yes|link}} is still allowed to attack normally)<br> | ||
== Other notes == | == Other notes == | ||
The AI is extremely dumb about using repair bays of any kind - it will blindly send Kirovs and Siege Choppers there despite the fact that they can never actually get repaired, and it will not differentiate between a land-based and water-based repair bay when a unit can reach both (e.g. Robot Tank). In some cases, a non Naval unit will enter a Shipyard for repairs, but the Shipyard will not repair it. So, it would be wise not to give the AI any repair bays. | The AI is extremely dumb about using repair bays of any kind - it will blindly send Kirovs and Siege Choppers there despite the fact that they can never actually get repaired, and it will not differentiate between a land-based and water-based repair bay when a unit can reach both (e.g. Robot Tank). In some cases, a non Naval unit will enter a Shipyard for repairs, but the Shipyard will not repair it. So, it would be wise not to give the AI any repair bays. |
Revision as of 03:41, 6 October 2024
Flag: | UnitRepair |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | BuildingTypes |
If set to yes, VehicleTypes are able to dock with this structure and get repaired. Repair rate and cost is determined by the [General]→URepairRate= and [General]→RepairStep= flags.
Bugs/Side-Effects/Unexpected Limitations
- In unmodded RA2 and YR, this flag is commented out from the entries for the Allied Airforce Command Center and its American equivalent, along with a comment ;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.).
- The comment fails to mention any bugs, but reenabling it on such a structure will have adverse side-effects and even cause an Internal Error - when an AI's unit is damaged, it will attempt to find the closest structure it has with this flag enabled (regardless of whether the unit can actually enter it), and send the unit there for repairs. If that destination structure happens to be an airpad, the game will enter an infinite loop and crash.
- In addition to this, even aircraft that can legitimately land in this structure will trigger its repair loop after landing, and this loop will kick them off once they're fully repaired, meaning that an aircraft sent to dock with such a structure will never manage to do it.
- It's funny for TS,FS,Ra2 if BuildingTypes has a UnitRepair=yes tag (with no other tags associated with and UnitRepair=yes) will make VehicleTypes on land unable to attack. (VehicleTypes with tag BalloonHover=yes+Naval=yes is still allowed to attack normally)
Other notes
The AI is extremely dumb about using repair bays of any kind - it will blindly send Kirovs and Siege Choppers there despite the fact that they can never actually get repaired, and it will not differentiate between a land-based and water-based repair bay when a unit can reach both (e.g. Robot Tank). In some cases, a non Naval unit will enter a Shipyard for repairs, but the Shipyard will not repair it. So, it would be wise not to give the AI any repair bays.