Author Topic: Getting convoys to move  (Read 1074 times)

Offline Skuzzy

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Getting convoys to move
« Reply #15 on: July 13, 2006, 11:44:36 AM »
No, it is because they are part of the Port, which is a "Group Master".  You cannot have nested "Group Masters".

Remember, a "Group Master" is a collection of desparate object types.  As an example, using Dux's question.  If you named a AAA Factory, a aaa factory type, then the AAA at the factory will not work, as the server assumes all the objects are aaa factory types.
As a "Group Master" the server will see all the different types of objects on the tile and make the appropriate disctinction on what needs to happen.  Firing aaa, keeping the country strat percentages correct and so on.
« Last Edit: July 13, 2006, 11:47:36 AM by Skuzzy »
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Offline Easyscor

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Getting convoys to move
« Reply #16 on: July 13, 2006, 11:47:59 AM »
Thanks again Skuzzy.  There's been a lot of clarification in the last two weeks, thanks.
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Offline Dux

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Getting convoys to move
« Reply #17 on: July 13, 2006, 12:11:57 PM »
So if we were to build a custom *whatever*, all of those objects, the acks, the bunkers, the fuel, etc., would be TYPE-assigned to their appropriate function in the OE, and when placed in the TE as a group master, all those special properties are nested.

It's starting to click.
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Offline Easyscor

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Getting convoys to move
« Reply #18 on: July 13, 2006, 12:22:53 PM »
I think the thing that always got me was the lising of "Fact AAA" etc in the TE.

Since you place and type the HQ as HQ, then by extension I thought it was necessary to do the same thing with factories until I saw it was tied to the resupply system.
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Offline Skuzzy

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Getting convoys to move
« Reply #19 on: July 13, 2006, 12:27:23 PM »
Quote
Originally posted by Dux
So if we were to build a custom *whatever*, all of those objects, the acks, the bunkers, the fuel, etc., would be TYPE-assigned to their appropriate function in the OE, and when placed in the TE as a group master, all those special properties are nested.

It's starting to click.
Bingo!
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Offline BlauK

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Getting convoys to move
« Reply #20 on: July 13, 2006, 01:27:43 PM »
Should a town then also be defined as group master even though it belongs to an air field which is group master?
The town has acks and maproom etc...

Or is the town an exception?


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Offline Skuzzy

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Getting convoys to move
« Reply #21 on: July 13, 2006, 01:42:04 PM »
Ownership and being physically part of the tile are different.  Ships are a special case, where they are actually part of the field, but they happen to be able to move.

Towns are separate tiles from Fields, thus they are both "Group Masters", regardless of ownership.
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Offline FalconSS

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Getting convoys to move
« Reply #22 on: July 13, 2006, 02:07:10 PM »
Skuzzy what about trains, I can set the get train to run on track but the tracks don't seem to want to attach I was plaining on useing trains to resupply factories and this is what they won't attach to what am I missing?. THX
Marty McFly

Offline Skuzzy

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Getting convoys to move
« Reply #23 on: July 13, 2006, 03:17:28 PM »
I think you are missing the concept FalconSS.  If you are trying to physically tie repair to a field or factory, you are missing the point.

Repair runs are not tied to a specific field.  All the factories in a zone are resonsible for the individual repairs to every field in the zone.

Repairs occur across the entire zone.
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Offline Easyscor

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Getting convoys to move
« Reply #24 on: July 13, 2006, 03:28:42 PM »
Say NHawk, there are no PT spawns that I could find except at the Port.

Just a heads up.
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Offline Easyscor

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Getting convoys to move
« Reply #25 on: July 13, 2006, 03:43:30 PM »
I'm not sure this will help Falcon but if you let the TE set all your roads and tracks, the factories are automaticly supplied with tracks and trains and all the correct settings are input.  You can then edit the type of resupply vehicle or the track route.  If you edit the vehicle type from truck to train, or the route of the track in any way, you must hit Redo Objects.  All trains, trucks and barrges run the route in 10 minutes so the length of the route determines how fast they go which is why you edit the track for a barge down to 2-3 miles and hit Redo Objects again.
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Offline NHawk

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Getting convoys to move
« Reply #26 on: July 14, 2006, 07:52:59 AM »
Quote
Originally posted by Easyscor
Say NHawk, there are no PT spawns that I could find except at the Port.

Just a heads up.
That's how I knew something was amiss. ;)
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Offline Bogie603rd

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Getting convoys to move
« Reply #27 on: July 14, 2006, 11:08:00 AM »
Wow, this definatly just helped me out. Maybe now I can make a small H2H map that re-supplies itself. Thanks guys:aok
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Offline FalconSS

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Getting convoys to move
« Reply #28 on: July 14, 2006, 12:14:07 PM »
Missing the concept I think not! In other words from your explanation you actually don't even need convoys or trains becuase you say the factories do it all on there own, I may be missing the concept right now but check your post because thats how it reads to me.
Marty McFly

Offline FalconSS

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THX Easyscor
« Reply #29 on: July 16, 2006, 07:12:05 AM »
You saved me hours of work the set all roads button works like a charm, I am though having to repair some like the Island roads that run into the ocean  funniest thing I ever saw was the convoy popping out from the ocean and still driving on the road LMAO, anyway I shortend them and they work great I also am leveling roads so they are drivable for gv's that we man, anyway THX again and I SALUTE Sir.
Marty McFly