#HRB is considered a Missile Room
59 messages · Page 1 of 1 (latest)
It normal
All super weapon have subtype
Like bfr consider as hangar
Spl consider as laser
Hal consider as missle
Sadly, dev dont want to fix this
So we play with it like everyone else
oh, how lame then
The AI condition is based off the room type, not the category
this is intended
then while it's intended, why doesn't 'target another room' work
It should
it doesn't, it causes crew to shuffle and then stack in a room without actually being in the room and it counting towards boosting it
…? Crew don’t boost until they’re stationary as far as I’m aware
yes, which means they are just shuffling in the room, constantly moving without stopping
thus, not stationary
I was addressing where you said it counts towards boosting.
There’s a very easy way to stop the dancing.
which is?
You're currently using "none : target another room" which means they will constantly try to find a new missile room, forever
Change to "target room is super: target another room"
I am not using "none > target another room" and I don't have access to "target room is super" until quantum computing
I actually tested "none > target another room" separately and it doesn't cause what is happening in the video embed I sent which has the jittering movement, it just moves them normally
Send a picture of the AI causing the jitter and we can try to help more?
And changing line 7 to "none" doesn't lead to twitching?
The problem is that line 7 never stops activating after the special is used
To get the behavior you want, you'll need to use shield/Eva conditions
yes, it doesn't lead to twitching
This is a leylosh that rushes minigun and then goes to a different laser
Where do the crew go?
the "none > target another room"?
Yeah, what do the crew do with that command for line 7
they go to MP > Top Left MSL > Top Right MSL > MP and it repeats
I'm 90% sure that should behave identically to the first case
Maybe there's some weird rules for when none activates with that command
But they're still twitching, just in a more controlled way
not like this twitching
they move normally when commanded to "none > target another room"
this just loops back to HRB and the room type imo, just let it just be purely superweapon alongside the other superweapons
None of the superweapons are purely super weapons. They're all hangar/laser/missile just get to level 11 and research quantum
then that doesn't solve the problem that I'm having, it's a work around until I get to 11 and even then, "target another room" still doesn't work
Yes it will because you can use "skip next target action"
Though you won't need it
Target room is super target another room is all you need
“Stamina Not Full -> continue current job”
that's later down the line as I don't have access to it, doesn't help me currently, but thank you
where would you place this in the AI I sent here
which is here
One solution is to start your rushers in your missile rooms and have them run to hrb and rush it then return back to their msl room
Just above the one that's causing the jittering
then just make sure they have at least 1 stamina
I was thinking this too
alright, time to test this then
🫡
it's now just causing this adding the command "Stamina not full > continue current job" but now they go to EVERY missile room
Since this discussion is no longer about the original bug complaint, this thread will be closed @here