Comander thinks he can crush anything....
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Comander thinks he can crush anything....
This isn't strictly were this should be posted but, hay, it will do.
Basicly I've run into a real obsucure problem with features, things crushing them, and the comander in XTA.
Basicly what defines the toughness of a feature?!? hitdensity="" seems to be some arbitry atribute that reletes to it, but I'll be damed if I know what spring does with it. Is it a multiplyer of somthing?
Also... The XTA comander apears to think he can crush anything... including "invincible" features, IE large trees. I know he thinks this cause when you press F2 he rekons he can wander right into them. This causes him to wander at the tree for half an hour while he waits for it to be crushed out the way...
Funny thing is everything else is quite happy to paint the tree red when you press F2, its only the comander (so far as I've tested) that thinks he can wander through.
Does an invincible feature need a hit density to (even though by definition is invincible?)
Some one help, I'm going spare.... (mad that is to say)
aGorm
Basicly I've run into a real obsucure problem with features, things crushing them, and the comander in XTA.
Basicly what defines the toughness of a feature?!? hitdensity="" seems to be some arbitry atribute that reletes to it, but I'll be damed if I know what spring does with it. Is it a multiplyer of somthing?
Also... The XTA comander apears to think he can crush anything... including "invincible" features, IE large trees. I know he thinks this cause when you press F2 he rekons he can wander right into them. This causes him to wander at the tree for half an hour while he waits for it to be crushed out the way...
Funny thing is everything else is quite happy to paint the tree red when you press F2, its only the comander (so far as I've tested) that thinks he can wander through.
Does an invincible feature need a hit density to (even though by definition is invincible?)
Some one help, I'm going spare.... (mad that is to say)
aGorm
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
aGorm wrote:Didn't help... but i noticed something very odd.... typing in cheats and nocost... MAKES RED APEAR UNDER THE TREES!!!1!!1!!
Someone explane... someone look in teh code... someone tell me please I's been driving me nuts all week.
aGorm
well judging from this im assuming it has something to do with the metal cost of the commander and/or the feature itself...
afaik crushstrength is a fbi tag defined in a unit fbi yes?
now if that tag is absent does sprilng automatically take the metal cost as a replacement value?
and if thats true then does the XTA com have an insanely high metal cost?
if all three of those are true then that might be why...
@aGorm
An object counts as blocking (ie. non-crushable) from a unit's perspective either if it has the blocking property set to true and isn't a feature, or if the object is blocking and its mass is greater than the unit's crush-strength. Just make your trees/rock features really heavy if you don't want them squashed like bugs, or set their metal value to something insane (mass is derived from m-value and max-health if not specified).
An object counts as blocking (ie. non-crushable) from a unit's perspective either if it has the blocking property set to true and isn't a feature, or if the object is blocking and its mass is greater than the unit's crush-strength. Just make your trees/rock features really heavy if you don't want them squashed like bugs, or set their metal value to something insane (mass is derived from m-value and max-health if not specified).
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Apparently features fall under the same category as (enemy) units when drawing the blocking map: you can only see them on the blocking map if you either have LOS on them or .cheat is enabled.aGorm wrote:Didn't help... but i noticed something very odd.... typing in cheats and nocost... MAKES RED APEAR UNDER THE TREES!!!1!!1!!
Someone explane... someone look in teh code... someone tell me please I's been driving me nuts all week.
aGorm
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Makes some sense, because otherwise you would be able to follow enemy activity by the trail of disappearing features.Tobi wrote:Apparently features fall under the same category as (enemy) units when drawing the blocking map: you can only see them on the blocking map if you either have LOS on them or .cheat is enabled.