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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Did anyone ever find a way to fix the nukecannon's bug?

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 11-06-2005, 04:43 PM   #11 (permalink)
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The nuke cannon bug that desturbs more in my eyes is when the cannon shoots two projectiles, one after the other sometimes. And I guess it has to do with this deploy bug u already discussed...
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Old 11-06-2005, 05:04 PM   #12 (permalink)
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The nuke cannon shoots two times in a row is a bug that dee fixed in his progen i think. It does it when the first shell makes it gain a level.
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Old 11-09-2005, 05:26 PM   #13 (permalink)
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Alright, I think adding the PreAttackDelay solved the problem. No issues noticed yet.

I set it to 500 milliseconds just to be safe. I'll try 1,10, or some other low number.
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Old 11-11-2005, 02:52 PM   #14 (permalink)
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Update:

Turns out it still does the moving after deploying to attack bug, so that's a bummer.

Fortunately the delay is just enough to keep it from firing at the wrong target.
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Old 11-15-2005, 08:09 PM   #15 (permalink)
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Well, it isn't anything to do with the AI or anything, I just made an SSM Launcher for Aki War Mod, and it slides. It is based off of its deploy code, so it has to be the deploy code.
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Old 11-16-2005, 07:44 AM   #16 (permalink)
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I've never noticed this bug myself. Mainly because I only place my nuke cannons in defensive positions out of traffic's way, and I don't let the AI keep theirs for very long
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Old 11-16-2005, 01:56 PM   #17 (permalink)
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i do even in defence position because they chase there targets :dead:
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Old 11-16-2005, 03:25 PM   #18 (permalink)
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Mine dont chase cos I tell them to just guard radius.
The only bugger is when rebels ambush the tanks massing up just behind the cannons. :S
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