Factory close-yard command...

Factory close-yard command...

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Factory close-yard command...

Post by Argh »

Should occur when the BOS says it does, not be controlled engine-side. It used to work, but it appears to have been changed. I've tried putting commands to open the yard everywhere in my BOS, and it's being overridden by Spring, which is incredibly annoying.
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KDR_11k
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Joined: 25 Jun 2006, 08:44

Re: Factory close-yard command...

Post by KDR_11k »

Did that really ever work?
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Argh
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Re: Factory close-yard command...

Post by Argh »

I thought it did... meh, I was pretty sure it did. Or the timer didn't just shut the Yard the frame that the Unit left. It's definitely different now.

For now, I've just declared the Yard spots as "y" :P
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Re: Factory close-yard command...

Post by j5mello »

its never worked in spring except automatically like in factory scripts..

It be nice if it worked like it should then we could have things like gates...
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Hoi
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Re: Factory close-yard command...

Post by Hoi »

6242 / kloot 0 minutes fixed up the YARD_OPEN COB directive
is that what you wanted?
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Argh
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Re: Factory close-yard command...

Post by Argh »

Yes. Thanks very, very much, Kloot, that was a really annoying issue.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Factory close-yard command...

Post by smoth »

j5mello wrote:its never worked in spring except automatically like in factory scripts..

It be nice if it worked like it should then we could have things like gates...
gates still will not work. spring will still count the center of the gate as blocking. Meaning a few things first something inside of the gate's sphere will be unable to shoot and also the shots traveling through the center of the object will collide with the hitsphere of the unit.
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KDR_11k
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Re: Factory close-yard command...

Post by KDR_11k »

Hoi wrote:
6242 / kloot 0 minutes fixed up the YARD_OPEN COB directive
is that what you wanted?
Oh great, I hope it doesn't break units that don't use the command (like, say, almost any made for Spring).
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Re: Factory close-yard command...

Post by Das Bruce »

smoth wrote:
j5mello wrote:its never worked in spring except automatically like in factory scripts..

It be nice if it worked like it should then we could have things like gates...
gates still will not work. spring will still count the center of the gate as blocking. Meaning a few things first something inside of the gate's sphere will be unable to shoot and also the shots traveling through the center of the object will collide with the hitsphere of the unit.
Could you have no hitsphere and lots of quick terraforming hidden by the model? I thought we could do terraforming but I'm not sure how hit is implemented?
Kloot
Spring Developer
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Joined: 08 Oct 2006, 16:58

Re: Factory close-yard command...

Post by Kloot »

KDR_11k wrote: Oh great, I hope it doesn't break units that don't use the command (like, say, almost any made for Spring).
What? How could a unit "break" if its script does NOT call set
OPEN_YARD anywhere (which, as you point out, would include
almost every script written for Spring)? Only newly made COBs
that DO use it will possibly fail, the engine-controlled opening
and closing is still present for factories (which can be worked
around now by calling OPEN_YARD in Activate() / Deactivate(),
existing factory scripts that already do so are unaffected). So
where's the big emergency?
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KDR_11k
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Re: Factory close-yard command...

Post by KDR_11k »

I thought you turned into a completely manual process.
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