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IDProjectCategoryView StatusLast Update
0005287Spring engineGeneralpublic2017-07-01 20:03
Assigned ToKloot 
Product Version101.0+git 
Target VersionFixed in Version103.0 +git 
Summary0005287: isFirePlatform tag is useless
DescriptionThe isFirePlatform tag does not disable weapon collision of weapons of the units contained therein with the container.
Even though i was suggested alternatives, these are tedious and prone to errors and there seems to be no way to simply disable individual unit collisions either.

This makes the tag practically useless or at the very least highly impractical to use.
I strongly suggest engine devs to disable transport/passenger weapon collisions to be disabled during transportation.
TagsNo tags attached.
Checked infolog.txt for Errors
Attached Files




FLOZi (reporter)

Last edited: 2016-06-30 23:53

View 2 revisions

Experiment with Spring.SetUnitBlocking arguments? S44 composite ships still work fine afaik.


Code_Man (reporter)

I dont really know how Spring.SetUnitBlocking works, but from the api it seems hopeless.
SetUnitBlocking seems to disable weapon collisions entirely from what it seems, which would render them useless.
Or did i miss something here?
I just want the weapons of the units inside not hit the container unit.

I found the call "SetUnitLoadingTransport" on the wiki but the explanation is ambiguos.

>"Disables collisions between the two units to allow colvol intersection during the approach."
What does "during the approach" mean?
And im sorry if this is a stupid question but im not really sure what colvol relates to, physical collisions or weapon/projectile hitbox collisions?

Would much appreciate any clear answers.
I really want my game to use garrisoning features like those in zero hour for reference.


Kloot (developer)

Last edited: 2017-07-01 20:03

View 3 revisions

one workaround is to set collideFriendly=false.

a better way is to design each fire-platform such that the (piece) positions at which units sit while garrisoned have clear fields of fire to the outside world. this is made easier by using piece collision volumes, which can also be turned on and off at runtime. for soldiers in buildings you'll need more care than for turrets on ships, but it can be done.

an engine patch is not as trivial as it sounds. [edit: actually it was, so there also is a collideFireBase flag now which defaults to false]


-Issue History
Date Modified Username Field Change
2016-06-26 22:20 Code_Man New Issue
2016-06-30 18:50 FLOZi Note Added: 0016460
2016-06-30 23:53 FLOZi Note Edited: 0016460 View Revisions
2016-07-15 18:52 Code_Man Note Added: 0016509
2017-07-01 18:46 Kloot Status new => closed
2017-07-01 18:46 Kloot Resolution open => no change required
2017-07-01 18:46 Kloot Note Added: 0017919
2017-07-01 18:47 Kloot Note Edited: 0017919 View Revisions
2017-07-01 20:03 Kloot Note Edited: 0017919 View Revisions
2017-07-01 20:03 Kloot Assigned To => Kloot
2017-07-01 20:03 Kloot Status closed => resolved
2017-07-01 20:03 Kloot Resolution no change required => fixed
2017-07-01 20:03 Kloot Fixed in Version => 103.0 +git
+Issue History