Capitalship tag for aircraft
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Capitalship tag for aircraft
Since huge spaceships as units are all the rage we need a tag to make them work properly. Namely make fighter aircraft pull up before ramming the target. Let's just say if Capitalship is set for a plane all fighters will perform an immelmann when attacking it. Capitalships would also turn their weapon1 to the target instead of their nose like gunships do since a capital ship won't do much of an attack dance anyway and some may need to hit with a broadside. In Freespace capital ships turn their left side to the enemy and keep moving forward, effectively circling each other.
i really think this is a good idea. it would prevent the stupid look of giant ships "hovering" around their target. also the fighterproblem is really annoying.
but i dont see a great problem with thte hitsphere... it´s not the optimal solution, but it works for me so far to just size them a bit smaller as they get set by Upspring.
but i dont see a great problem with thte hitsphere... it´s not the optimal solution, but it works for me so far to just size them a bit smaller as they get set by Upspring.
take a wild guess why they are doing what they are doing(NOTE: THIS SHOT IS SUPER OLD!):LordMuffe wrote: but i dont see a great problem with thte hitsphere... it´s not the optimal solution, but it works for me so far to just size them a bit smaller as they get set by Upspring.

In order for shot to register on the hull they have to hit the hitsphere which needs to be as wide or tall as the unit.
trust me it makes a difference... see where the ships are flying around.. that is where shots impact as well

I agree with Smoth on this one, based on my own observations. It would even be preferable if we could assign multiple, spaced hitspheres of smaller size and divide up the unit into sections. Anything beats the current system for huge and tiny units. By anything, I mean a hit box, but we know the efficency issues with that.
They aren't entirely custom, but I have a patch in the works that will at least allow you to attach an ellipsoid, cylinder, or box model of arbitrary dimensions to a unit or feature:

No ETA tho (there is an awful lot of code that deals with collisions that needs to be changed yet kept backward-compatible, so it probably won't make it into 75b1).

No ETA tho (there is an awful lot of code that deals with collisions that needs to be changed yet kept backward-compatible, so it probably won't make it into 75b1).
Last edited by Kloot on 17 May 2007, 20:01, edited 1 time in total.
What will happen when 2 long thin units using say the cylinder collision model and standing side by side will try to turn? Will they be allowed to turn thus intersecting the collision models, or will they be unable to do it? I ask this because that's what will happen a lot in large naval games, the ships tend to be much longer then they are wide and will get stuck quite often if they cannot rotate freely.
@zpock, KDR:
Fine, I'll let you have your pancake units and eat them too, just don't blame me for planting some more trees in the tag-forest.
@yuritch:
Ground-unit vs. ground-unit collisions are handled via the blocking map, these models are only for unit vs. projectile and air-unit vs. air-unit checks.
Fine, I'll let you have your pancake units and eat them too, just don't blame me for planting some more trees in the tag-forest.

@yuritch:
Ground-unit vs. ground-unit collisions are handled via the blocking map, these models are only for unit vs. projectile and air-unit vs. air-unit checks.
In other words, could the collision model be attached to the root object of the model?SinbadEV wrote:While your fixing this if can you make it so that boats, subs, and underwater units are not on the same plane (because of footprint collision) that would be awesome (not that I expect you to succeed)