|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005287||Spring engine||General||public||2016-06-26 22:20||2017-07-01 20:03|
|Target Version||Fixed in Version||103.0 +git|
|Summary||0005287: isFirePlatform tag is useless|
|Description||The 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.
|Tags||No tags attached.|
|Checked infolog.txt for Errors|
Last edited: 2016-06-30 23:53
Experiment with Spring.SetUnitBlocking arguments? S44 composite ships still work fine afaik.
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.
Last edited: 2017-07-01 20:03
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]
|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|