The true walk of the monkeylord
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That's a long story.jcnossen wrote:What's with the thanks -1? It looks like you are disagreeing with something, but you use it on all the post so that probably isnt the case.
Short version is that far ago, when I was trying to remove the crashes from first teleporter unit, I found out that the problem was that, since the drawing of the teleported is linked to the rendering of the teleporter, but the matching of their position is made by the teleported, if the ID of the teleported is lower than the ID of the teleporter, then there is a split tick during which the teleported is marked as attached to the teleporter, but yet hasn't already updated its xz. So the TA engine has to draw a unit with an attached unit far way, which makes it crash.
Wotan posted about Immerman's gate & beacon, and I noticed that somehow they seemed to never crash when teleporting far away units. I charged Zodius to help me investigate the matter, in case there was a secret fix to be found.
And Zodius found out that the trick was to use attach-unit unit_ID to 0 - 1;
Because units attached to "0-1" are not drawn, TA wouldn't crash during the split tick where they are flagged as attached, but haven't yet updated their XZ. This was about the second of the humongous list of arcane bugfixes I had to apply to my teleporters (not counting the fixes it replaced). Zodius was delighted to see that despite being a newcomer, he managed to be of great help, so since then he used the -1 from attach-unit unit_ID to 0 - 1; as his own tagendline.
On unrelated but ontopic note, my attempt to synchronise the RWZ-MKL-TWS (RampageWotanZwzsg-MonKeyLord-TrueWalkScript) legs a bit so they don't all lift at once was a complete failure.