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 Skirmish Defense and Doors 
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Joined: Sat Aug 06, 2011 11:20 am
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Post Skirmish Defense and Doors
So I just downloaded B25.

Was about to start playing, but it spat out at me and said I could not start without my brain having a clear path to orbit.
Okay.
So I try again, making an underground base with a couple of doors eventually leading to my brain.
No dice. >> YOU MUST HAVE A CLEAR PATH TO ORBIT <<
Alright.
Testing time, I make a single dead-end module, then put one of the blast doors, then the brain.
No dice.
I try again, with a normal (vanilla!) door.
It works for about ten seconds before the door closes and it whines about no clear access to orbit.

Right now I'm getting a bit annoyed.
I did manage a workaround with a tiny one block-wide ventilation shaft, but that's convoluted and I'd much prefer if my doors would actually work.

Attachment:
complicated.png
complicated.png [ 377.98 KiB | Viewed 5676 times ]


Now, is that how I'm going to have to build all my bases from now on or is there something I'm missing?
Would be great if someone would let me know.

Thanks.


Sat Aug 06, 2011 11:28 am
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Joined: Sat Dec 18, 2010 6:11 pm
Posts: 285
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Post Re: Skirmish Defense and Doors
Well, only one recommendation here

It looks like that is a modded door. If you could try using the default door in cortex command it would be great

and it was a great idea to add that path to orbit thing, one step to making CC more of a game, and less a sandbox.


Sat Aug 06, 2011 5:48 pm
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Joined: Sat Aug 06, 2011 11:20 am
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Post Re: Skirmish Defense and Doors
I did specifically say I tried it with vanilla doors, and those didn't let me start skirmish unless said doors were open (Or exploded.).


Sat Aug 06, 2011 6:21 pm
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Joined: Tue Dec 12, 2006 3:10 pm
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Location: Uncertain quantum state
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Post Re: Skirmish Defense and Doors
Yep, it's borked. While waiting for a fix, your best bet (besides imaginative air ducts) is to put this into your console when you start designing the base:
Code:
MovableMan:OpenAllDoors(true,-1)

and once you're done:
Code:
MovableMan:OpenAllDoors(false,-1)


Sat Aug 06, 2011 6:25 pm
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Joined: Sat Aug 06, 2011 11:20 am
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Post Re: Skirmish Defense and Doors
Oh, thanks. That works.

I always have an image of the Death Star pop into my head when I'm making those air ducts, though.
It does however make the AI ignore the rest of my base and concentrate completely on that tiny ventilation shaft.
Now if only they had a proton torpedo or two.

Is it going to be fixed, by the way, or are we going to have to wait for build 26?


Sat Aug 06, 2011 6:31 pm
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Joined: Tue Dec 12, 2006 3:10 pm
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Post Re: Skirmish Defense and Doors
Fixed? Sure, here:
Replace \Base.rte\Activities\SkirmishDefense.lua with this (After making a backup)

The extension lua is not allowed.

wat.

Okay, here: http://pastebin.com/Kpi0rzMb


Sat Aug 06, 2011 6:55 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Skirmish Defense and Doors
Yeah doors when closed create a pseudo level of terrain, which lets enemies walk over them mostly okay, but prevents the simple LoS check from working.


Sat Aug 06, 2011 8:33 pm
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Joined: Thu Aug 04, 2011 11:57 pm
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Post Re: Skirmish Defense and Doors
bioemerl wrote:

and it was a great idea to add that path to orbit thing, one step to making CC more of a game, and less a sandbox.


Yes I'm glad CC is progressing to more of a game but there should be an option for those who want to play CC sandbox style and just mess around.


Sat Aug 06, 2011 9:35 pm
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DRL Developer
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Joined: Tue Jul 27, 2004 8:02 pm
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Post Re: Skirmish Defense and Doors
btw .lua file attachments are now allowed!


Mon Aug 08, 2011 8:41 am
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