Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
the big thing is a builder with builddistance=850, left to it is a unit whose weaponrange is 850. holding down shift while mouse over the unit, both range are displayed:
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
And what did you do to get the build distance in a ring?
Did you actually check the distance?
Knorke... think it through. You're drawing the rings in elmos, grabbing the builddistance value from the unitdef, but that number is displayed in elmos! Of course it's going to match up!
If I tell it draw me a weapon range of 850, and then turn around and say, draw me a ring of x distance (x being the number in the unitdef), OF course they will match! Because you're just giving it the same number, twice. You aren't actually showing the real value!
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
What are all those rings in funny colors? Maybe the wupget to draw them is wrong. Anyway, watching some con waddle around building things is a bad way to test buildrange because it is not accurate. Cons get too closer to construction site than needed, terrain height differences when buildRange3D=true, etc. Why would one ever screenshot some text instead of linking to the whole unitdef.
Quote:
That would be a widget that you have. Probably this one: viewtopic.php?f=23&t=17520
That widget shows buildradius when placing startposition, something different. I can tell by actually having looked at the link. Start BA, build a nanotower, type /luaui disable, hold shift and put mouse over the nanotower = green buildrange circle. Or see the NOTA commander tower things.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Because it isn't committed, and much of the text is custom params for a widget.
Code:
-- ring 1 if customParams.ring1radius then gl.Color(explode(',', customParams.ring1color)) gl.LineWidth(customParams.ring1thickness) gl.DrawGroundCircle(x,y,z, customParams.ring1radius, 32) end
The widget isn't done yet (the boolean for whether the rings should show up all the time or just when the unit is selected isn't done yet). I also haven't commented it yet.
Since this stuff isn't committed, it's not in a state where you can easily test it, and for that matter, I doubt you have evo checked out anyway.
Since you won't stop coming up with total bullcrap until I show it to you, here it is: http://pastebin.com/Ldz3fFzf
The custom params are :
Code:
ring1radius = "1000", --Using this one for buildrange ring1color = "1,0.5,0,0.8", --Orangeish ring1thickness = "1", --Normalish thickness ring1ShowOnlySelected = "true", --boolean If true, ring only shows when the unit is selected, if false, show all the time.
But you're still missing the point about ranges being drawn. If you take the builddistance value from the unitdef, lets say 1000, and make a weapon on the same unit with a range of 1000, then you tell a widget to render the value of builddistance in elmos, of course they will match.
But that doesn't mean that the builddistance is actually a range of 1000 elmos.
Think it through.
Edit: I committed this stuff to evo svn. Take it for a spin, and be amazed.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
knorke wrote:
Start BA, build a nanotower, type /luaui disable, hold shift and put mouse over the nanotower = green buildrange circle. Or see the NOTA commander tower things.
Yes because testing with either of those is a great idea because they don't have ANY TAisms.
Edit: I have committed everything to evo's svn, all current and the most up to date.
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Quote:
But you're still missing the point about ranges being drawn. If you take the builddistance value from the unitdef, lets say 1000, and make a weapon on the same unit with a range of 1000, then you tell a widget to render the value of builddistance in elmos, of course they will match.
But that doesn't mean that the builddistance is actually a range of 1000 elmos.
Also in first post you said "Everything else is in elmos" but now weapon ranges are wrong too? Obviously that can not be right. Or put the unit at topleft map corner (0,0) and use the coordinates from tooltip. Well, maybe those are wrong too. Trust nobody, question everything The only thing certain is death eventually!
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
Quote:
in order for builddistance to actually be 1000 elmos, I have to set it to 1700.
To you mean actual builddistance, because in your screenshots you only tested at what distance "the nanoframe appears", which is not nessecarely the maximum builddistance.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
knorke wrote:
Quote:
in order for builddistance to actually be 1000 elmos, I have to set it to 1700.
To you mean actual builddistance, because in your screenshots you only tested at what distance "the nanoframe appears", which is not nessecarely the maximum builddistance.
Yeah, I think builddistance is actually done from the center of the model that gets spawned, but a multiplier of 1.7 was the closest I could get and be accurate at short distances, and still accurate at long distances.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
OMG KNORKE, WE WERE BOTH RIGHT!
So on a whim, I decided to make my comm immobile and see what happened.
All of a sudden builddistance is in elmos and he has the full giant distance of 1700. Set him mobile, and it's my calculations I've been doing all along in this thread.
That should explain things nicely (8mb, xvid, 1080p)
It again only shows that mobile builders do not use their full builddistance but move closer than they need to. It has nothing to do with "some weird other unit of measurement " being used for builddistance.
builddistance = 1000 on this unit. Two units stand at left edge of map. Tell unit to to reclaim a feature 1000 elmo away it does so without moving. Tell unit to build something 1000 elmo away it moves forward much further than needed. So the unit has the full range, but prefers not to use it in this situation.
Quote:
I think builddistance is actually done from the center of the model that gets spawned
The difference is much larger than just unit radius. Guess it has to do with pathing, maybe roam/hold position makes a difference (did not test) Or it was done so cons do not have to move all the time when building lines of stuff. (fold-unfold-fold-unfold-fold-unfold-fold-unfold etc)
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Yep, you're right.
Regardless, it needs to get fixed. Any of this behavior would have been a holdover from *A.
Additionally tag could be added to control how much closer the builder gets. You can't tell me that some funky lolmath is not being used to calculate that.
But regardless, this is a bug, plain and simple. Maybe not in the traditional sense, but a bug nonetheless.
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