Transport changes
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Transport changes
noticed this on Fisheye: http://spring.clan-sy.com/fisheye/chang ... g/?cs=4424
is there anymore documentation to this.
i tried droppin the flyover tags on a air trans from EE but no go
and yes i was using the test version
is there anymore documentation to this.
i tried droppin the flyover tags on a air trans from EE but no go
and yes i was using the test version
I just tried it out, and I can confirm transportunloadmethod=1; (paratroop behavior) works in svn 4448, I don't know about other versions since I'm too lazy to update. The "land flood" method also works fine, which is what I was interested in. I did have the fallspeed tag set in the transport FBI as well; perhaps that's required for it to work?
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
I found that the airtrans would only drop one unit per unload order, or if given an aera unload, would only unload as many as it could in one pass, instead of making more passes to fully unload. Repeat semi-fixed this, but it wouldnt drop the last unit without another command.
Also, is there anyway to mass-load units into an airtrans yet? Having it hopping around picking up units is a nuisance.
Also, is there anyway to mass-load units into an airtrans yet? Having it hopping around picking up units is a nuisance.
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
Aye, I'm working on a way to get transports to load in the same fashion as the land flood method. I should probably say that the radius of the circle you draw on the map will dictate the number of units that will unload there. The unit sizes are taken into account also, so you can fit 2 sumos in teh same space as 5 peewees.
This allows for you to queue up several drop spots, to unload 5 at one spot, 5 at another, etc.
I realize thats maybe a little unintuitive but I figured you might also want the aforementioned flexibility. I could force it to unload everything regardless of the circle size, or create a tag to decide between the 2 options.
This allows for you to queue up several drop spots, to unload 5 at one spot, 5 at another, etc.
I realize thats maybe a little unintuitive but I figured you might also want the aforementioned flexibility. I could force it to unload everything regardless of the circle size, or create a tag to decide between the 2 options.
Also, can we have control over how fast units are dropped, and force them to be dropped one at a time, like bombs, until empty? I know that may seem strange, but with that as an option, we could have transports that behaved like transport planes, whereas with the option to insta-load and land-flood drop, we could almost have helicopter-like behaviors.
At any rate, this is really awesome stuff, and I am looking keenly forwards to using this as the primary method of transport behaviors in PURE!
At any rate, this is really awesome stuff, and I am looking keenly forwards to using this as the primary method of transport behaviors in PURE!
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
Here are the details of what it currently does, so someone can add it to the wiki:
Tags:
transportUnloadMethod = <integer>;
0 - land unload, 1 - flyover drop, 2 - land flood
fallSpeed = <float>
unitFallSpeed = <float>
These dictate the speed of units being dropped from the transport.
fallSpeed is used on the transports fbi file, to dictate the speed of all units it drops, unitFallSpeed is used on each transported unit to override fallSpeed.
For the flyover drop method, the size of the circle you draw to unload will dictate how many units you unload in that area, and the size of the units will also affect this.
Transport AI now calls the cob function:
'StartUnload'
which is called once when transport starts to lower during land flood method.
Dropped units call the cob functions:
'falling' and 'landed' so that you may start and stop a parachute animation.
Added lua properties for transportUnloadMethod, fallSpeed, and unitFallSpeed.
Argh: Are you asking about a means to adjust the rate at which units are dropped or the actual speed they fall at?
Tags:
transportUnloadMethod = <integer>;
0 - land unload, 1 - flyover drop, 2 - land flood
fallSpeed = <float>
unitFallSpeed = <float>
These dictate the speed of units being dropped from the transport.
fallSpeed is used on the transports fbi file, to dictate the speed of all units it drops, unitFallSpeed is used on each transported unit to override fallSpeed.
For the flyover drop method, the size of the circle you draw to unload will dictate how many units you unload in that area, and the size of the units will also affect this.
Transport AI now calls the cob function:
'StartUnload'
which is called once when transport starts to lower during land flood method.
Dropped units call the cob functions:
'falling' and 'landed' so that you may start and stop a parachute animation.
Added lua properties for transportUnloadMethod, fallSpeed, and unitFallSpeed.
Argh: Are you asking about a means to adjust the rate at which units are dropped or the actual speed they fall at?
I'd like a tweak for how fast the Units are unloaded- for larger Units, it may result in borked behaviors otherwise...
Also, I'd really like a "mass load" that grabs everything that's appropriate within a circular area, and forces the Transport to land first, so that Air Transports would land, then immediately "mass load" anything in their radius, up to their capacity... it'd make a lot of things far, far easier...
Also, I'd really like a "mass load" that grabs everything that's appropriate within a circular area, and forces the Transport to land first, so that Air Transports would land, then immediately "mass load" anything in their radius, up to their capacity... it'd make a lot of things far, far easier...
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
The units are unloaded with a set space between each of them + a space dependent on the size of the unit, so larger and smaller units mixed together don't end up clumped together. I could create a tag to allow you to set that fixed space between drop points if you like. Currently, i'm working out how to get that mass load feature we all want; the path finding and various other issues are making it quite tricky to work 100% so its not ready just yet.
I implemented a tag like that for default transport unloading... Off the top of my head I can't remember what it was called though.EXit_W0und wrote:The units are unloaded with a set space between each of them + a space dependent on the size of the unit, so larger and smaller units mixed together don't end up clumped together. I could create a tag to allow you to set that fixed space between drop points if you like. Currently, i'm working out how to get that mass load feature we all want; the path finding and various other issues are making it quite tricky to work 100% so its not ready just yet.
edit:
-New FBI tag for transports; float unloadSpread
-Controls the spacing between units in an area unload command, works as a multiple, default is 1.
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33