Unit picks itself up and flies away

Unit picks itself up and flies away

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Unit picks itself up and flies away

Post by Caydr »

Just what the title says. Yes, I have "cantbetransported=1;" in the FBI, but this doesn't seem to do anything in spring anyway.

I've also tried setting its maximum transporting size to something smaller than it is (set for 3, transport is 4x4), but no dice.

The unit is the Core Intruder from TA Power: http://www.planetannihilation.com/tapow ... der-UH.zip

Ideas anyone?
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Put "mass=200000000;" in the FBI, unless it matters and you need that unit to fly around or something. Transports default to a mass limit of 100,000 i think if one isn't set.
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Caydr
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Post by Caydr »

BRILLIANT
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

This thread = ouch

Gnome is rather smart some times isn't he?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:BRILLIANT
It will affect other things though - I assume mass is also used to calculate other things besides carryability, such as response to large explosions.
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, that's why I said "unless it matters and you need the unit to fly around" -- guess I should have been more clear. Making the unit weigh that much will effectively permanently attach it to the ground.
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Caydr
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Post by Caydr »

That's no problem, I want this thing to be securely attached to the ground ^_^

Think you could apply your knowledge here next? http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2718
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

I wish some dev could code something that check if attaching a unit won't create a looping attach relationship.

Something like:
If unit u(1) is running the script command to grab unit u(0), then check that unit u(0) isn't the same as u(1), and if u(1) is already attached to a unit, name that unit u(2) and check that unit u(2) isn't the same as unit (0), and if unit u(2) is attached to a unit, name that unit u(3) and check that u(3) is disctinct from u(0), and .... check that if unit u(k) is attached to a unit, call that unit u(k+1) and check that u(k+1) is distinct from u(0).

I mean, climb down the attach relationships in the sense attachee -> attacher and check at every step the unit isn't the one that we're about to attach at the top.

Add that check both in the script interpreter when an "attach" command is encountered, and in the loading thing that makes a unit choose something to load.
Last edited by zwzsg on 31 Oct 2005, 22:43, edited 1 time in total.
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Caydr
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Post by Caydr »

I need your godly scripting skills here zwzsg! http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2718
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