For topics that do not fit in another sub-forum.
Moderator: Oberlus
Sloth
Content Scripter
Posts: 685 Joined: Sat Mar 17, 2007 12:28 am
#1
Post
by Sloth » Sun Feb 10, 2013 10:37 am
@Geoff: The change to the HUNT_BUILDINGS macro has a bad side effect. Most monsters have the macros [[HUNT_BUILDINGS]] and then [[MONSTER_MOVE_ALWAYS]]. The new HUNT_BUILDINGS macro will always trigger the MONSTER_FLEET_MOVE_STACK stackinggroup even without any destination, which will prevent MONSTER_MOVE_ALWAYS to ever kick in.
For reference:
Code: Select all
HUNT_BUILDINGS
'''EffectsGroup
scope = Object id = Source.FleetID
activation = Not OwnedBy AnyEmpire
stackinggroup = "MONSTER_FLEET_MOVE_STACK"
effects = SetDestination destination = And [
System
Contains And [
Building
OwnedBy AnyEmpire
Stealth high = Source.Detection
WithinDistance Source.Detection Source
]
]
'''
All released under the GNU GPL 2.0 and Creative Commons Attribution-ShareAlike 3.0 licences.
Geoff the Medio
Programming, Design, Admin
Posts: 13603 Joined: Wed Oct 08, 2003 1:33 am
Location: Munich
#2
Post
by Geoff the Medio » Sun Feb 10, 2013 10:51 am
Thanks for the tip. I've restored the scope condition.
Karoushi
Space Squid
Posts: 67 Joined: Sat Feb 09, 2013 6:08 am
#3
Post
by Karoushi » Sun Feb 10, 2013 6:57 pm
Is there a workaround that can still provide the same results or am I missing something (does it still work?)