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  #1  
Old March 17th, 2011, 02:23 PM

Mobryan Mobryan is offline
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Default v5.5 Immobile Tank Transports.

Downloaded the new patch, love most of the features, but discovered a little problem. Tank Transports in the following OOB's are immobile (speed=0)

All units are "Tank Transporter" with speed=0 in format "OOB#,Unit#" blank lines are gaps in the oob numerical sequence.

1, 577
2, 548
3, 498
4, 607
5, 487
6, 621
7, 572

9, 582
10,517
11, 990
12, 977
13, 997
14, 601
15, 611
16, 599
17, 542
18, 553
19, 910
20, 341
21, 500

23, 381

25, 287

27, 360
28, 360
29, 393
30, 540
31, 400
32, 198
33, 360
34, 234
35, 360

37, 544
38, 544
39, 451
40, 597
41, 608
42, 419
43, 455
44, 506
45, 648

52, 573
53, 275

64, 597
65, 343
66, 360
67, 605

80, 291

88, 298



hope this helps

Matt

Last edited by Mobryan; March 17th, 2011 at 05:22 PM..
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  #2  
Old March 17th, 2011, 06:24 PM
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Default Re: v5.5 Immobile Tank Transports.

Distinctly odd - it is not some OOB code thinking that it is an "immobile" class. I made one speed 12, saved the OOB and exited Mobhack, on entering and reloading the oob again - the speed still stood. So Mobhack is not getting confused, there.

I ran the OOB cost calculator over the entire set, on the off chance it was doing it - no changes made.

Will have a look at it. (Luckily it is not something that anyone regularly uses)

Andy
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Old March 17th, 2011, 11:12 PM

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Default Re: v5.5 Immobile Tank Transports.

Thanks Andy, I only found it by having a wild hare to do an assault with Israeli reserve units, was going to use the transports to haul my bulldozers up from the deployment zone.
Saw that speed was set to zero, then tried to buy some allied from USA, Russia, ect. By the third time, I figured something had gone awry, but had no idea it was that bad.

BTW, I have a whole new respect for what you all do, it took me most of a morning searching Mobhack just to gather that little bit of info, and I didn't take the time to change anything.

Thanks again to all of you.


Matt
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Old March 17th, 2011, 11:44 PM
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Default Re: v5.5 Immobile Tank Transports.

Yeah this one's a head scratcher for sure. Some are zero, some are 9 ( as they should be )and there is no pattern to it I can see right now. I checked a couple that are zero in this set and they are OK in the last set. I tried the same tests Andy did and came up with the same result but why some and not others is a mystery.

Don
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Old March 21st, 2011, 04:39 PM
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Default Re: v5.5 Immobile Tank Transports.

Don't know if this'll help solve the problem...but...

I upgraded to v5.5 and the Tank Transport in my custom OOB (still in slot 997) now suddenly has a speed of zero (0).
I know it had a speed pre-udate.

So apparently the OOB's are being altered when you load them into the editor.
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Old March 21st, 2011, 05:18 PM
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Lock Re: v5.5 Immobile Tank Transports.

Yes, you are most likely correct becasue I've already gone through all the OOB's and changed the ones that were zero to 9 and I just checked two I KNOW were changed and they are both back to zero

Don
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Old March 21st, 2011, 07:19 PM
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Default Re: v5.5 Immobile Tank Transports.

To me this is a non-issue and could wait till the next patch as i never use them.
Moving slow vehicles like dozers (are they used in modern war?)when engineer tanks with dozer blades are avialble,does not make alot of sense.

But for those that have to have Tank transports and can't wait a year, maybe a intermidiate patch when the problem is solved

Last edited by gila; March 21st, 2011 at 07:26 PM..
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Old March 21st, 2011, 07:54 PM
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Default Re: v5.5 Immobile Tank Transports.

Quote:
Originally Posted by gila View Post
To me this is a non-issue and could wait till the next patch as i never use them.
Moving slow vehicles like dozers (are they used in modern war?)when engineer tanks with dozer blades are avialble,does not make alot of sense.

But for those that have to have Tank transports and can't wait a year, maybe a intermidiate patch when the problem is solved
There is no Mobhack problem - it saves tank transporters speed just fine, if you remember to save the OOB itself (not just save the record).

I went through the code just to make sure - only the demolition class is automatically saved as zero. (Or someone would make magic invisible ninja vehicles with it, only able to be spotted by engineers .. )

The problem most likely occurred whenever a system-wide paste was done, perhaps for say a new icon ID, and the tank transporter used for the original copy just happened to have speed set to zero. So a simple data error, is all. It will be fixed in a later patch.

Cheers
Andy
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Old March 21st, 2011, 10:50 PM
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Default Re: v5.5 Immobile Tank Transports.

Yeah that was my bad. I was looking at the virgin copy of the game I used to build patches so they were the release OOB's. I just checked the correct copy and all the saves were there.

Don
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