Capitalship tag for aircraft - Page 4

Capitalship tag for aircraft

Requests for features in the spring code.

Moderator: Moderators

User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

well

Post by rcdraco »

Do we have any word on this? I'm really interested in the cube hit sphere for BloX, so that turrets and tanks can be hit separately. Or, add a hemisphere hitbox for ground units, that would also help.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

+1, I'd really, really, really like to introduce more linear shapes and work with larger objects in PURE...
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Thinking it over, you can probably hack-up a good approximation of multiple hitspheres now with a little LUA.
1) make the main body of a unit small.
2) create many small, invisible units and attach them to the main body of the unit in the orientations you'd like them in.
3) redirect all damage from the small invisible units to the main body.
4) destroy small, invisble units when main body dies.

There are of course oodles of problems with this, not the least of which being that the main body believes it has a tiny hit-sphere instead of the large amalgam it really has.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

any progress?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Capitalship tag for aircraft

Post by Kloot »

A "first draft" of this patch is now in SVN (for
unit <--> projectile coldet, tieing the custom
volumes to features is next up). The final tag
names are:

Code: Select all

CollisionVolumeType={"Ell" | "CylT" | "Box"}; // ('T' is one of "XYZ")
CollisionVolumeScales=X Y Z;
CollisionVolumeOffsets=P Q R;
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Capitalship tag for aircraft

Post by Peet »

This is beyond win. Keep up the good work! I'll be testing this week :)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Capitalship tag for aircraft

Post by Argh »

Great news, thanks for coming back to this! I'll start testing this asap, I'm a bit busy tonight, painting something, but I'll be able to get to it tomorrow guaranteed.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Capitalship tag for aircraft

Post by Argh »

Tested cuboid collision zones.

THEY WORK!!! eleventyone.


Great work, Kloot!

[EDIT]It's not a problem with the sizes, it was me not taking into account the centroid. It works just fine...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Capitalship tag for aircraft

Post by Neddie »

Rectangular prisms, or simple cubes?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Capitalship tag for aircraft

Post by Forboding Angel »

oh fuck me silly... NICE WORK! (now I can go back and remove some of my horribly crappy hitspheres).
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Capitalship tag for aircraft

Post by Kloot »

Features (with the exception of trees) can now be
given their own collision primitives too, tag names
are the same as for units.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Capitalship tag for aircraft

Post by imbaczek »

one question, since it's not immediately obvious from the code - do the collision shapes rotate with the units?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Capitalship tag for aircraft

Post by Kloot »

Yep, see the old screenshot ;)
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Capitalship tag for aircraft

Post by imbaczek »

oooh shineh. missed it. vgj.
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Capitalship tag for aircraft

Post by [Krogoth86] »

Kloot wrote:Features (with the exception of trees) can now be
given their own collision primitives too, tag names
are the same as for units.
Hooray! Finally you can make walls that really block shots depending on their height... :-)
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Capitalship tag for aircraft

Post by Gnomre »

I'm certainly not complaining, since this is far better than what we had before, but would it be possible to have the different collision primitives built into s3o and upspring instead of only having the tags?
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Capitalship tag for aircraft

Post by Forboding Angel »

Yar this is definately ubar win.

Daddy lieks and approves.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Capitalship tag for aircraft

Post by Kloot »

Gnome: it would, but that route is best suited for truly
arbitrary convex collision meshes that cannot easily (or
at all) be defined as mathematical functions. For these
geometric primitives the FBI tag setup is more efficient,
and comes with the added bonus of not having to care
about the underlying model formats.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Capitalship tag for aircraft

Post by Argh »

Um, as soon as installer builds are available again, I'll test it more...

BTW, peeps... at least as of now, the old collision spheres are being used for the "radius" value for aircraft collision-avoidance... and whereever the center of the model is, that's the center of the objects created, so keep that in mind when setting up the scale...
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: Capitalship tag for aircraft

Post by Peet »

Post Reply

Return to “Feature Requests”