Graphically, there are two bugs in two voxels, both concerning barrels. The Lasher uses an all-one-piece turret and barrel under it's TUR voxel file. The problem is that the art code for it is reusing the name as the unused allied light tank from Red Alert 2. So the game assumes the little tank's barrel is for the lasher, and pastes it on underneath. That's the silver 'canister' looking thing. It also makes the voxel mismatch the cameo.
Two solutions:
-Just make a ltnkbarl dummy voxel(/hva) and plop that in with the mod mixes, to null the old allied one.
I've done this personally, simple fix. Or...
-Manually edit out the old barrel from the lntktur voxel entirely, and make a new one that lays fully horizontal for the sake of proper fireangle support. The new barrel will override the old anyway.
The half track has a similar bug, where its barrel is out of position/funky. It is under the firing point, and looks like a smaller second barrel. It is graphically unimportant and therefore maybe considered a bug and worth for outright removal too?
Quote:
Originally Posted by MattOG";p="
After playing with the gattling tank to make it a transport unit, one man stays inside and has to be deployed seperatley. I can't for the life of me figure out what the heck i missed/added/changed that i shouldn't have done.
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Not a bug in the least, the IFV can have many infantry crammed inside, but the 'passengers' need to be deployed before the gunner. Reminds me a bit too much of renegade, but makes sense when you think about it. I thought it was linked to IsGunner= tag, but if you got this on the gattling tank, it may just be linked to the weaponN bit. Curious.
Also, is there going to be a fix for the 'blue smudge' tree destruction errors?