discussion about startmoving, stopmoving bug - Page 2

discussion about startmoving, stopmoving bug

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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

Re: discussion about startmoving, stopmoving bug

Post by Kloot »

yes
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: discussion about startmoving, stopmoving bug

Post by smoth »

woot, thanks for the info guys, I will test it right after I run these errands IRL.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: discussion about startmoving, stopmoving bug

Post by smoth »

tried: spring_94.1.1-354-ga4b114c

units rotate in place without activating animation. So apparently it no longer detects the heading change on aim. However, when a target is outside of a unit's firing arc, for units WITH fire arcs they turn in place. This should trigger a heading change.
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: discussion about startmoving, stopmoving bug

Post by hoijui »

the comment of the second commit suggests, that heading changes do not trigger move start/stop events anymore.
will there be new events (heading start/stop changing)?
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: discussion about startmoving, stopmoving bug

Post by Anarchid »

Maybe related: 94.1 occasionally fails to animate walking units. I've seen some funny yogi dirtbags levitating around.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: discussion about startmoving, stopmoving bug

Post by Jools »

For some units, StopMoving() doesn't get called at all. Not when landing, not when submerging below water. MoverateX don't get called either. Anyone encountered this behaviour?

Example of scripts:

http://code.google.com/p/xta-springrts/ ... arpoon.bos

http://code.google.com/p/xta-springrts/ ... ouette.bos
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