ive enabled the repair all races exe edit on firegraft but hell it only work on ai! im surprised when i see a probe repairing a carrier(with fusion cutter animation that scv have).
and also about about "allow all races" on nydus canal is not working.
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Make sure you're using the right patch?
And some of FGs edits just don't work. Live with it. Or poke DoA.
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Responsible for my own happiness? I can't even be responsible for my own breakfast
Did you change the right-click action/requirements for the orders?
Better yet, did you add a button to your non-terran races to allow them to repair?
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The repair all races EXE edit by itself doesnt help you. The repair ability's targeting system only allows you to target Terran units/buildings. Instead of using that, you need to set the "Use weapon targeting" flag on the repair entry in orders.dat. Then pick an unused weapon in the targeting slot. Go to that weapon and set the targeting flags however you want (mechanical, etc.). Now, repair should use your new targetting system and you should be able to repair other races.
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what is the difference of Repair (SCV) and Repair (Obscured)? i don't know which one will i edit so i pick them both. Scv,probe and drone (using its claws!) can repair terran units in one right-click but in other races (like carrier) you need to use the repair icon to be able to repair them.
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...Scv,probe and drone (using its claws!) can repair terran units in one right-click but in other races (like carrier) you need to use the repair icon to be able to repair them.
Did you change the right-click action/requirements for the orders?
Voyager's post answers your question. Probe and Drone just happen to be set to "harvest" but not repair in their order actions. Adding repair also includes harvest as the two are connected. All repairers are harvesters.
An interesting side note to ai actions for harvest and repair. All of your *Terran construction builders should have this trait otherwise your buildings will not be able to be finished if the construction is interrupted. For instance Ad Astras Colony ships will not be able to finish colonies if they are interrupted or killed as those familiar with the mod know. Setting the colonyship ai orders to "harvest and repair" fixes this. As long as the miner trait isn't associated with the unit, it won't harvest when right-clicking on minerals.
Post has been edited 2 time(s), last time on Jan 8 2009, 6:40 pm by bajadulce. Reason: misinformation in terms of "miners"
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so does that mean that ive got to bear that i cant repair other races units in just right-clicking them?
ive also changed the right click action of probes and drone to harvest&repair
anyway what is the diff bet. Repair (SCV) and Repair (Obscured) in orders.dat?
i don't know what are you talking about "ad astras colony ships"?
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so does that mean that ive got to bear that i cant repair other races units in just right-clicking them?
If you don't give them right-click "repair" orders then yes.
ive also changed the right click action of probes and drone to harvest&repair
No you didn't, they come that way. That's why you are able to right-click repair with those units.
anyway what is the diff bet. Repair (SCV) and Repair (Obscured) in orders.dat?
Never saw that before. No clue here, they look identical. I'll have to do some experimentation.
i don't know what are you talking about "ad astras colony ships"?
They are ships that build colonies. They are featured in Ad Astras. They are trainable at your starting building the Outpost. Lord Aga built ad astras. Ad astras is a fleet-based mod. Ad astras is in our database. Ad astras is one of the best mods ever. No modder should be allowed to mod until they've studied or at the least played this mod. GO PLAY IT NOW.
... and good luck w/ your mod. Hope right-click repair makes sense now.
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ive also changed the right click action of probes and drone to harvest&repairNo you didn't, they come
that way. That's why you are able to right-click repair with those units.
but it is!. on the units.dat ai actions ive changed the part of Right-click-Action to Harvest&Repair which is Harvest in default.
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Whoa! I' ve had the same problem. Thanks for solution
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ive also changed the right click action of probes and drone to harvest&repair.
No you didn't, they come that way. That's why you are able to right-click repair with those units.
but it is!. on the units.dat ai actions ive changed the part of Right-click-Action to Harvest&Repair which is Harvest in default.
yep, my bad. I got mixed up there. All repairers are harvesters but not all harvesters are repairers. Anyways, make sure all of your Terran construction builders are repairers and harvesters otherwise your building construction won't be able to resume should it be interrupted. Obviously not all harvesters and repairers have to be miners.
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ok oh btw the ad astras colony is quite interesting especial in the concept but the problem is its not meant for singleplayer bec ais just dont move at all. anyways thx
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Yes, the concept of colonizing a planet by building a “non-container” refinery over a geyser is a clever idea. Coupled with the timer payday, the colony concept provides for an interesting economy far different from your everyday resource gathering.
However the colony of course doesn’t move in any way, because it is a planet. I alluded to the ship that colonizes these planets as having a “right-click” orders glitch consistent with this topic. The ship that “builds” these refineries right-click AI orders needs to be changed to harvest and repair. With this change, the refineries construction (colonization of the planet) can be resumed should the builder be destroyed or colonization halted. This is in reference to all Terran construction workers should have harvest and repair actions enabled.
??? … and Ad Astras makes for a fantastic single player mod! Do a google search for
Ad Astras Single Player Magic. First reference!
Now, if only the fans of this great mod would build a small campaign or a few UMS maps! Why do mods have to always be melee in nature and their release signal the end of all future activity including DISCUSSION OF SAID MOD?! This last point is the most disturbing. Mods of significant value such as Ad Astras should continually be analyzed and probed for glitches/bugs as well as studied intensely by newcomers. There's far too many half-ass mods out there as a result of aspiring modders not doing their homework . When something comes along this good -- and this special, its discussion and dissection should continue. And why do mappers have no interest in building maps for mods ???
..... so go play some mods now!
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but there is the Legacy of the Confed right? its portraits, units and sound file are used in other mods. anymore else mods that has campaign maps.. i don't know
anyways the objective of this topic is already answered thx
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ok oh btw the ad astras colony is quite interesting especial in the concept but the problem is its not meant for singleplayer bec ais just dont move at all. anyways thx
Ad Astras doesnt have AI scripts by default. Download the AI version if you want the AIs to move.
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www.broodwarai.com seems to be down or my internet speed is so slow i that i cant enter
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damn
the link was breaking when i reach 261kb!!!
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