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SpawnActorPower: cannot filter for Terrain #17371

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MlemandPurrs opened this issue Nov 21, 2019 · 3 comments
Open

SpawnActorPower: cannot filter for Terrain #17371

MlemandPurrs opened this issue Nov 21, 2019 · 3 comments
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@MlemandPurrs
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@MlemandPurrs MlemandPurrs commented Nov 21, 2019

An SpawnActorPower can spawn the given unit on spaces the unit given normally wouldnt able to go to. This can potentially cause Vehicles on Water, Buildings on Water, inside Cliffs, etc. There should be an way to limit this, like it would check if space is buildable then spawn the building there, or check if space is passable for unit's movetype and block if uneligible.

@pchote

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@pchote pchote commented Nov 21, 2019

If you are using this for ejecting pilots on unit death, the EjectOnDeath trait has an option to disable spawning if the pilot can't exist in the cell.

@MlemandPurrs

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@MlemandPurrs MlemandPurrs commented Nov 21, 2019

I am using this for:

	SpawnActorPower@LoneTower:
		OrderName: SovietLoneTowerPowerInfoOrder
		Prerequisites: ~structures.soviet, player.uzbek
		Actor: ftur.uzbek
		LifeTime: -1
		ChargeInterval: 7500
		Icon: fturicon
		Description: Lone Tower
		LongDesc: A Flame Tower gets instantly constructed on the spot\nsadly not checking passability and build-radius.
		SelectTargetSpeechNotification: SelectTarget
		LaunchSpeechNotification: ReinforcementsArrived
		PauseOnCondition: lowpower || disabled
@GraionDilach

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@GraionDilach GraionDilach commented Nov 21, 2019

Downstream has SpawnBuildingWarhead for this usecase (should have been merged into downstream SpawnActorWarhead but footprint handling would be too complicated then).

https://github.com/AttacqueSuperior/Engine/tree/master/OpenRA.Mods.AS/Warheads

@abcdefg30 abcdefg30 added the Feature label Nov 21, 2019
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