2025-06-14 04:44 CEST

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IDProjectCategoryView StatusLast Update
0001965Spring engineGeneralpublic2010-06-26 20:26
Reporterbobthedinosaur 
Assigned ToKloot 
PrioritynormalSeveritytweakReproducibilityhave not tried
StatusresolvedResolutionfixed 
Product Version0.81.2 
Target VersionFixed in Version0.81.0.0+git 
Summary0001965: Units attached to Transports do not follow rotation of parent objects of the transport & Holdsteady=false acts awkward
DescriptionThe 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 InformationUploaded 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.
TagsScripting Animation, Transport, Transport behavior
Checked infolog.txt for Errors
Attached Files

-Relationships
+Relationships

-Notes

~0005010

FLOZi (reporter)

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.

~0005011

bobthedinosaur (reporter)

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

~0005012

bobthedinosaur (reporter)

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.
+Notes

-Issue History
Date Modified Username Field Change
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
+Issue History