UNITS GETTING STUCK BEHIND OBSTACLES

UNITS GETTING STUCK BEHIND OBSTACLES

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

UNITS GETTING STUCK BEHIND OBSTACLES

Post by duffus »

CAN ANYONE GIVE ADVISE ON WHAT I NEED TO DO TO CORRECT UNITS GETTING STUCK BEHIND OBSTACLES. ARE THERE ANY SCRIPT CHECKERS OR OTHER SOFTWARE THAT CAN TROUBLESHOOT PROBLEM LIKE THIS. IS IT A SCRIPTING PROBLEM?
THANKS IN ADVANCE
DUFFUS
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

You can try to FPS them out with the C key. However, you'll need a long and thin object to pry out your stuck shift key.
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grumpy_Bastard
Posts: 105
Joined: 18 Oct 2006, 22:31

Post by grumpy_Bastard »

selecting the unit and pressing Control-D usually resolves any issues I have with bots becoming stuck. selecting the commander, pressing the D key, and clicking on the bot also can fix this.

(control-d = self destruct) :wink:
duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

Post by duffus »

OK. NOW CAN WE GET SOME TECHNICAL ADVISE FROM SOMEONE WHO IS NOT BEING AN ASS!
THANKS IN ADVANCE
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grumpy_Bastard
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Joined: 18 Oct 2006, 22:31

Post by grumpy_Bastard »

duffus wrote:OK. NOW CAN WE GET SOME TECHNICAL ADVISE FROM SOMEONE WHO IS NOT BEING AN ASS!
THANKS IN ADVANCE
First, you can start BY NOT SCREAMING AT EVERYONE. Text printed in capitol letters means yelling/shouting, this idea is not new to the internet... Its very common in books or other printed materials, and has been for quite some time.

Control-D'ing is the only way ive had any success at removing the stuck bots from anything, either that or you can leave them there as lawn ordiments. Personally I leave them there, unless about a dozen kbots are stuck and blocking something. Its a bug in the game, and as far as ive heard, no one is withholding any secrets on how to fix this. If they are, we would have hosted a blanket party long ago.
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quantum
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Joined: 19 Sep 2006, 22:48

Post by quantum »

No, I'm serious, if you are referring to units getting stuck inside trees and buildings, then, as far as I know, the only solution is to go into FPS mode with the C key and drive them outside the obstacle. If it's an unarmed unit being stuck, you can't free it unless you reclaim or destroy the obstacle.
duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

Post by duffus »

O.K. is this better, first I'm looking to fix several units in two packs that have units that get stuck behind things such as the talon and argon race packs. I am looking to actually fix the .ufo files and correct the situation not blow up all the units coming out of the factory (If it works for you so be it). And I assure you that my shift key is not stuck. Thanks for your suggestions but I think the stuation can be repaired. I have been playing and working with units for years but I need help with scripting problems.

P.S. grumpy bastard do you need a tissue?
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

just a question but in regards to u working on talon units are u working with whomever it is from the mod team that is porting it (i think its Nouras) if not then i suggest u let him handle Talon as he is doing a good job so far...

anyway to address ur problem... that sound more like a pathing error and as such dealing with footprints rather than a scripting error. on the other hand the scripting could be locking itself somehow when it collides with something... could u be more specific as to whether its just features it gets stuck on or is it other units, buildings etc...

and remember everytime you create a post entirely in caps you kill a kitty :cry:
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

I'm very tempted to remind everybody that S3Os don't have these problems, but ... oops, too late ;)

Secondly, if you want, you can set up a 3DO hitsphere to any size you want, simply by having a 3D cube that is larger in dimensions than the objects in your unit and centering it appropriately as your base object. Spring is basically looking at the base sizes, which unfortunately due to the nature of OTA are often arbitrarily sized, because they were used to generate the wireframes users used to select said units, whereas Spring creates those from the Footprints.

So, firstly- fix your Footprints. Secondly, fix your Bases so that they are properly centered and sized- they should be CUBES, not PLANES, if you want to see the best performance, and larger in dimensions XYZ than the model if you want them to be sized correctly. Replacing your planes with cubes is very easy, and you just need to hide them at Create().

Lastly, shouting at people here because you're not asking questions politely is not terribly likely to get you the help you want (I'm making an exception this once but expect me to make fun of you if you continue). "Experienced modders" should know how to solve their own problems, or ask their peers politely for help if they get stuck. If you still think in terms of packing your mod in a UFO... you have a lot to learn about Spring, so drop the attitude, k?
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

owned.
duffus
Posts: 30
Joined: 24 Aug 2004, 07:37

Post by duffus »

Thanks guys. I'll try it tonight.
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Shadowsage
Posts: 73
Joined: 01 Dec 2005, 05:50

Post by Shadowsage »

Argh, you're so mean

:D
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Ummmm well...

Post by rcdraco »

I think he is talking about OTA, not Spring
O.K. is this better, first I'm looking to fix several units in two packs that have units that get stuck behind things such as the talon and argon race packs. I am looking to actually fix the .ufo files and correct the situation not blow up all the units coming out of the factory (If it works for you so be it). And I assure you that my shift key is not stuck. Thanks for your suggestions but I think the stuation can be repaired. I have been playing and working with units for years but I need help with scripting problems.
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