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== Transport AI ==
 
== Transport AI ==
'''Transport AI''' can be toggled with the unit AI state toggle (<img src="//raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png" height="18">) on transports.
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'''Transport AI''' can be toggled with the unit AI state toggle (<img src="https://raw.githubusercontent.com/ZeroK-RTS/Zero-K/master/LuaUI/Images/commands/states/bulb_on.png" height="18">) on transports.
  
 
Transports can be set to [[Guard Command|guard]] a factory to automatically pick up newly created units and drop them off at the end of the rally queue.
 
Transports can be set to [[Guard Command|guard]] a factory to automatically pick up newly created units and drop them off at the end of the rally queue.
  
 
There are two queueable commands: ''Embark'' [[File:Embark.png|18px]] and ''Disembark'' [[File:Disembark.png|18px]]&mdash;these commands appear on transportable land units and factories when you build your first air transport.
 
There are two queueable commands: ''Embark'' [[File:Embark.png|18px]] and ''Disembark'' [[File:Disembark.png|18px]]&mdash;these commands appear on transportable land units and factories when you build your first air transport.
*'''Embark'''&mdash;wait for transport to pick me up. Transports called by the ''Embark'' command will return to the spot where they took the unit using the same path.
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*'''Embark'''&mdash;wait for transport to pick me up. Transportes called by the ''Embark'' command will return to the spot where they took the unit using the same path.
 
*'''Disembark'''&mdash;safely exit and from the transport.
 
*'''Disembark'''&mdash;safely exit and from the transport.
  
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#* Result: Bombs will stop and wait for transports, transports will carry them to enemy base.
 
#* Result: Bombs will stop and wait for transports, transports will carry them to enemy base.
 
# Select Dantes, give them move commands across air safe areas, followed by disembark from behind the base spot and move to enemy base. Then click ''Embark''.
 
# Select Dantes, give them move commands across air safe areas, followed by disembark from behind the base spot and move to enemy base. Then click ''Embark''.
#* Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base, unload them. From there, Dantes will continue on foot.
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#* Result: Dantes will stop and wait for transports. Transport will carry them along the waypoints to back of enemy base, unload them. From there Dantes will continue on foot.
  
 
== Ferry routes ==
 
== Ferry routes ==
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Transports return to the spot where they took a unit using the same path.
 
Transports return to the spot where they took a unit using the same path.
  
<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="//i.imgur.com/XHY0vP7.mp4" controls="true"></htmltag>
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<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="https://i.imgur.com/XHY0vP7.mp4" controls="true"></htmltag>
  
 
You can even edit your ferry route by clicking the ferry route button, holding {{key press|Shift}} and clicking where you placed a start, end, or corner to select it, and then clicking where you want that point to be.
 
You can even edit your ferry route by clicking the ferry route button, holding {{key press|Shift}} and clicking where you placed a start, end, or corner to select it, and then clicking where you want that point to be.
  
<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="//i.imgur.com/WC2qb03.mp4" controls="true"></htmltag>
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<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="https://i.imgur.com/WC2qb03.mp4" controls="true"></htmltag>
  
 
To remove a ferry route, click the ferry route button and left-click a start location.
 
To remove a ferry route, click the ferry route button and left-click a start location.
  
<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="//i.imgur.com/SHFhe68.mp4" controls="true"></htmltag>
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<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="https://i.imgur.com/SHFhe68.mp4" controls="true"></htmltag>
  
 
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transports will now stay within a short distance of the start, even if you try and move them away, waiting for units. Take a unit you want to ferry and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. You can shift queue commands for the unit, and it will follow the commands after arrival at the destination.
 
Now that you have your ferry route, it's time to put it to use! Assign transports to the ferry route by issuing a move command into the start circle. The transports will now stay within a short distance of the start, even if you try and move them away, waiting for units. Take a unit you want to ferry and issue a move order into the circle. Once the unit is in the circle, it will wait for a transport to pick it up and move it to the end of the ferry route. You can shift queue commands for the unit, and it will follow the commands after arrival at the destination.
  
<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="//i.imgur.com/No0wGkg.mp4" controls="true"></htmltag>
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<htmltag tagname="video" width="560" height="320" loop="true" autoplay="true" src="https://i.imgur.com/No0wGkg.mp4" controls="true"></htmltag>
  
 
Potential uses for ferry routes:
 
Potential uses for ferry routes:
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*You can set your factory's waypoint to the ferry route start, and units will wait for transports to ferry them.
 
*You can set your factory's waypoint to the ferry route start, and units will wait for transports to ferry them.
  
While automated, ferry routes require periodical check-ups. Under certain circumstances, a unit may end up waiting to be transported forever. Also, units waiting for transports may enter the [[Wait Command|Wait]] state, denoted by an hourglass icon above the unit, which will prevent them from defending themselves.
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There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up. If a unit is waiting and not picked up, it will never get assigned a wait command when issuing a move command into the circle, and if you want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the <abbr title="landing zone">LZ</abbr> is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point. All in all, while automated, ferry routes require periodical check-ups.
  
<!--There are a few bugs with the system, such as if you assign a transport to a ferry route one time it may be unable to ever be assigned to a different ferry route, sometimes units won't seen to call for transports when they are in the start circle. if you have a gunship plant's rally point in a ferry route, the transports will wait for transport instead of being added to the ferry route, so you need to manually move them into the circle. There seem to be cases where there are both units and transports at the start location, but the units wait for a transport that is already off on it's ferry mission to come back and pick them up, which is undesired. Somehow, units seem to wait for a transport outside the circle, and thus never get a transport to pick them up. If a unit is waiting and not picked up, it will never get assigned a wait command when issuing a move command into the circle, and if you want it to be ferried, you must manually issue a wait command on the unit while it is inside the ferry circle. If the <abbr title="landing zone">LZ</abbr> is cluttered with units at the end of the ferry, transports will get stuck and not place units down, instead just holding them hostage over the end point. All in all, while automated, ferry routes require periodical check-ups.-->
 
  
 
{{Navbox manual}}
 
{{Navbox manual}}

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