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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001965 | Spring engine | General | public | 2010-06-25 22:35 | 2010-06-26 20:26 | ||||
Reporter | bobthedinosaur | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | tweak | Reproducibility | have not tried | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.81.2 | ||||||||
Target Version | Fixed in Version | 0.81.0.0+git | |||||||
Summary | 0001965: Units attached to Transports do not follow rotation of parent objects of the transport & Holdsteady=false acts awkward | ||||||||
Description | The issue starts with the fact that when units are attached to piece of a transport (on holdsteady="true" which is the default setting) the attached unit will respond only to the transport hierarchy MOVE command (cob and LUA script wise) and will not respond to any rotations, which makes many animations with attached units impossible. Some what related is when Holdsteady="false" the attached unit's align themselves to the map, regardless of the heading of the transport the attached unit will keep facing the map orientation and will rotate inside the transport's piece hierarchy and cause clipping among other strange appearances. This may be a bug or a planned issue that is never used. What game developers such as myself, Flozi, CarRepairer, and many others would like, is to have control on the rotation of the attached unit through script rotations and movement of the transport's piece hierarchy. | ||||||||
Additional Information | Uploaded is a test unit to show the behavior I am describing. To see the difference in the hold steadies be sure to change it to true on a test run and false on the other to compare. There are also 2 screen shots as examples for the issue with filenames labeling the holdsteady tag's setting. | ||||||||
Tags | Scripting Animation, Transport, Transport behavior | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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FLOZi (reporter) 2010-06-25 22:38 |
IMO holdsteady = true should be fixed to use the correct (rotation respecting) behaviour. Having said that, I'm not sure what utility holdsteady = false has to anyone. |
bobthedinosaur (reporter) 2010-06-25 22:44 |
The unit I uploaded takes 1x1 units. To reproduce the issues I am talking about: 1)Set up the test unit in the attached folder in a test game 2)/spawn vehjeep 3)build 2 of any mobile 1x1 unit that can be transported 4)load the 2 1x1 into the unit 5)the unit loaded into the turret on top will face the transports heading and ignore the transport's turret while the it rotates to aim its weapon. if holdsteady is true 6)if holdsteady is set to false the follow same 1-4 and then order the unit to move and you will notice the attached units will stay oriented to the map when the transport changes it's heading while moving |
bobthedinosaur (reporter) 2010-06-25 22:46 |
I uploaded another version of the test unit. The only changes are: I removed some references to some CEG tags and sounds that the testers may not have in their testing game mod folder. |
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Date Modified | Username | Field | Change |
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2010-06-25 22:35 | bobthedinosaur | New Issue | |
2010-06-25 22:35 | bobthedinosaur | File Added: badattachmenttestunit.zip | |
2010-06-25 22:36 | bobthedinosaur | Tag Attached: Transport | |
2010-06-25 22:36 | bobthedinosaur | Tag Attached: Transport behavior | |
2010-06-25 22:36 | bobthedinosaur | Tag Attached: Scripting Animation | |
2010-06-25 22:38 | FLOZi | Note Added: 0005010 | |
2010-06-25 22:44 | bobthedinosaur | Note Added: 0005011 | |
2010-06-25 22:45 | bobthedinosaur | File Added: badattachmenttestunit2.zip | |
2010-06-25 22:46 | bobthedinosaur | Note Added: 0005012 | |
2010-06-26 20:26 | Kloot | Status | new => resolved |
2010-06-26 20:26 | Kloot | Fixed in Version | => 0.81.0.0+git |
2010-06-26 20:26 | Kloot | Resolution | open => fixed |
2010-06-26 20:26 | Kloot | Assigned To | => Kloot |