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MO3.0 Support // BUGS


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#341 Sizyfos31

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Posted 17 May 2014 - 01:21 PM

The cvilian building "McBurger Kong" spawns at least one, but usualy more "mininuke" animations when destroyed.

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I know that fast food can cause explosive diarrhea, but that's just overkill. Also, the building does not leave behind rubble after it's destroyed.

This was already present in vanilla RA2, so changing it is just a matter of preference. I also think, that those "shrooms" are just for the visual, as I don't remember it killing my inf. when nearby.


Edited by Sizyfos31, 17 May 2014 - 01:22 PM.

This is what I see when anyone misspell Fury Drone as Furry Drone

 

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#342 Protozoan

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Posted 17 May 2014 - 03:07 PM

Um, hi, it's me again.

 

I just wanted to let you know that a Polar Bear just destroyed my ore miner, not sure if a bug like this has been reported, or if it's just some freak rare accident. But I was playing on the map Snow Plow (2), and I think I accidentally ordered my group of 10 GI's to attack the Polar Bear but was really just trying to get them to move somewhere else, and anyway, I had just finished building the Ore Refinery and I went to check on something, I came back over and heard the "Unit Lost" sound, the GI's were shooting at the Polar Bear and the animation of an exploding Ore Miner just finished playing.

 

I was playing against a Normal Russia AI.


Edited by Protozoan, 17 May 2014 - 03:09 PM.

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#343 Eternity 6

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Posted 17 May 2014 - 08:33 PM

While playing as epsilon HQ I think , i built an Opus tank and just as it spawned right in the middle of the war factory I selected it and told it to move but them it got stuck in the middle of the warfactory.

 

In the second allied mission when crossing underneath the bridge outside our starting outpost just above the tech power plants I deployed several GI's and GGI's and two of the GGI's got stuck in the bridge they could not un-deploy  and their shot collided with the bridge. 



#344 Speeder

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Posted 17 May 2014 - 09:09 PM

That happens sometimes if you order the unit to leave the War Factory too quickly.


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#345 Vint

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Posted 18 May 2014 - 09:28 AM

USA Repair Strykers are unable to repair Warhawks (ex. the Stryker will start the repair animation and stop instantly when commanded to repair the Warhawk). Unaware if this is the case with other helicopter/hovering air units, or if this is the case with any other factions' repair vehicles as well. Didn't see this reported in the latest bug report.



#346 Speeder

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Posted 18 May 2014 - 09:30 AM

No unit can repair the flying ones.


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#347 Vint

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Posted 18 May 2014 - 07:00 PM

No unit can repair the flying ones.

Glitch or intentional? If you highlight the chopper with the Stryker selected and click, then the Stryker moves over and begins the repair animation, but just stops after one second (and no HP is restored).

Also I forgot to mention - The Tsurugi mech unit has no shadow animation - not sure if this is a bug but it makes it look strange - like it's floating above the ground instead of walking on it.


Edited by Vint, 18 May 2014 - 07:01 PM.


#348 Vint

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Posted 20 May 2014 - 05:26 AM

I'll add:

 

Naval Shipyards should have a slow auto-repair, since Engineers can't repair them if they're placed too far offshore



#349 Atomic_Noodles

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Posted 20 May 2014 - 08:44 AM

Tsurugi has no shadow due to how many sections it has. This makes it so you'll have to pick one of the sections to cast the shadow. None of the sections are big enough to cast a shadow for it.

 

Thats more of a suggestion and it'll repair itself even if say ... you don't want it to.


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#350 Vhaldez

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Posted 20 May 2014 - 02:55 PM

No flags in Oasis Trouble on Assault. Checked Bug log / BR2 changelog and it seems we didn't have this one yet.


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#351 Toveena

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Posted 20 May 2014 - 03:43 PM

Don't know if it's up yet, but..

    It seems there are some issues with the terrain in Sov coop 1 which allow Pryos walk down the cliff directly.  

 

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#352 Speeder

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Posted 20 May 2014 - 07:14 PM

lol.


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#353 FELITH

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Posted 23 May 2014 - 02:58 PM

Bug? Drakuv.. he can grinder tank and building on high place.

DdfvXdm.png the taget can't move normally.

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#354 Speeder

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Posted 23 May 2014 - 03:07 PM

Will be fixed.


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#355 AvianLord5678

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Posted 24 May 2014 - 10:46 PM

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Okay, when I tried to play the missions something went wrong to where the campaign missions and the objectives are not displayed. It says MISSING:'MAP: (Name of mission map)

It does the same thing to the objectives and I don't know what to do to complete the missions. I don't know how to fix this. I tried reinstallation and that didn't work.


Edited by AvianLord5678, 24 May 2014 - 10:57 PM.


#356 Nervous

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Posted 26 May 2014 - 12:10 PM

Guys, I'm sorry for this Question, but why I can't save my game :S I'm using ares 0.6


Edited by Nervous, 26 May 2014 - 12:10 PM.


#357 mevitar

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Posted 26 May 2014 - 12:48 PM

(moved his post)
You could have at least asked it in a proper place, not in a random thread you opened. -_-
http://mentalomega.c...hp?page=support

It does the same thing to the objectives and I don't know what to do to complete the missions. I don't know how to fix this. I tried reinstallation and that didn't work.

This looks like you also have a different mod in the folder, so it won't work until you remove the whole directory after uninstalling MO. Or you have a non-english YR installed.

Edited by mevitar, 26 May 2014 - 12:56 PM.

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#358 Divine

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Posted 26 May 2014 - 06:24 PM

I just checked the buglist, and noticed that the buglist has this etry:

 

- Zephyrobot requires 'force fire' (CTRL + left mouse click, by default) to function (can't be fixed)

 

What if we had the warhead of the zephyr's long range gun actualy heal the beacon, then it could target it (theoreticaly). And have a dummy animation, or the explosions themselves, damage the beacon?

This could be a bit tricky tho, as repair weapons do not work with structures afaik. So how about making the zephyrobot a vehicle? It should be possible to make it immobile. I do not know if spontanous vehicle spawning is possible, if not, it could be "paradropped" by a dummy plane, invisible, super fast etc.

 

- sometimes Colossus is able to move when deployed (can't be fixed)

 

How about setting the speed of Deployed Colossus to 0?


Edited by Divine, 27 May 2014 - 04:06 PM.

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#359 lovalmidas

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Posted 29 May 2014 - 02:33 AM

Changing Zephyrbot at this level is going to wreck several missions that uses the AI on it, even if it is found to work for the player. The AI completely sucks with targeting using healing weapons. Zephyrbot as a vehicle type though... hmm...

Having deployed colossus with a 0 speed will cause it to be unable to undeploy because it is too busy 'trying' to move to a new location. Unless you EMP it (and reset is order).

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#360 Graion Dilach

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Posted 29 May 2014 - 08:21 AM

Colossus uses Siege Chopper logic - I never seen that bug myself but I guess it's related to the fact it doesn't have a deployanim to not have it's deploy facing fixed combined with lag.

Edited by Graion Dilach, 29 May 2014 - 08:21 AM.

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