Units riding Air transport issue.

Units riding Air transport issue.

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smoth
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Joined: 13 Jan 2005, 00:46

Units riding Air transport issue.

Post by smoth »

In earlier versions of spring units riding an air transport were able to fire off of it. This allowed a unit to ride a transport and shoot from it. In OTA we would utilize a fbi tag Isairbase to give a unit permission to fire from a transport. Durring this mornings test I noticed that the units can no longer fire from the transport. This really messes up many units. IS there a way around this new bug "blue-bar"? Or is the feature permanently removed from spring?
patmo98
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Joined: 09 Jan 2006, 17:51

Re: Units riding Air transport issue.

Post by patmo98 »

smoth wrote:In earlier versions of spring units riding an air transport were able to fire off of it. This allowed a unit to ride a transport and shoot from it. In OTA we would utilize a fbi tag Isairbase to give a unit permission to fire from a transport. Durring this mornings test I noticed that the units can no longer fire from the transport. This really messes up many units. IS there a way around this new bug "blue-bar"? Or is the feature permanently removed from spring?
I don;t think this is a bug. I think that the engne paralyzes units when ever they are picked up with a transport. I'm only guessing this since the bar also turns the same color when a unit is stunned.
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Maelstrom
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Post by Maelstrom »

Well as that is not ment to happen, it is a bug. Even if it was conciously put in there by the developers, if it isnt ment to happen its a bug.
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AF
AI Developer
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Post by AF »

Looking at file sin th AI itnerface I see that the engien doesnt auto paralyze, ther eis infact a true/false value sayign wether this cna happen and wether the unti does it to untis beign transported by it.

I believe you would be hunting for the tag that makes a transport paralyze or not paralyze its units.

A quick look through UnitLoader.cpp should give you your answer
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

from the changelog

0.63b1
-Added tag "isAirBase" to unit FBI file, sets if the units that are being transported will be stunned or not, defaults to 0.
It does work, that's how my (now crashfree!) Mobile Factory Upgrades work.

So, just like in TA, isAirBase=1; allow units to fire from inside the transport.
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smoth
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Post by smoth »

[UNITINFO]
{
UnitName=DODAI_2;
Version=1;
Side=CORE;
Objectname=DODAI_2;
Designation=;
Name=DODAI II;
Description=DODAI transport;
FootprintX=6;
FootprintZ=4;
BuildCostEnergy=1000;
BuildCostMetal=1400;
MaxDamage=4000;
MaxSlope=100;
BuildTime=5000;
BMcode=1;
Builder=0;
ThreeD=1;
ZBuffer=1;
SightDistance=950;
SoundCategory=ARM_VTOL;
ExplodeAs=BIG_UNITEX;
SelfDestructAs=SMALL_UNIT;
Category=ARM VTOL CTRL_V LEVEL1 WEAPON STEALTH NOTSUB CTRL_W CTRL_P;
TEDClass=VTOL;
UnitNumber=502;
firestandorders=1;
StandingFireOrder=2;
mobilestandorders=1;
StandingMoveOrder=1;
canmove=1;
canpatrol=1;
canstop=1;
canguard=1;
MaxVelocity=5;
BrakeRate=1;
Acceleration=0.34;
TurnRate=405;
SteeringMode=2;
ShootMe=1;
DefaultMissionType=VTOL_standby;
maneuverleashlength=1000;
MaxWaterDepth=0;
cruisealt=120;
Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
altfromsealevel=70;
Canfly=1;
canload=1;
transportcapacity=1;
transportsize=3;
Upright=1;
Stealth=0;
BankScale=.2;
canattack=1;
IsAirBase=1;
cantbetransported=0;
}
The fbi has only changed because I changed the transport capacity. it IS isairbase!
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zwzsg
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Post by zwzsg »

Oh, right. I was fooled by the fact that transport-stunt units can still open up and start building if they are a factory, and can still run and stop their walkscripts when they are kbots. But there is no difference in the behavior of unit on the legs_upgrade with "isairbase=1;" and units on the pram without "isairbase=1;"

I guess it's just one of those change that gets implemented in the changelog but not in the actual code. :wink:

It could also be that units transported have they line of fire blocked by the transport collision box/sphere/footprint, but I don't think so because the legs_upgrade was designed specifically to have its footprint and collision sphere away from its cargo (as verified by selecting it and pressing B).
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smoth
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Post by smoth »

I should note that untill recently the units could fire...

In fact spring was the first place I had a mech riding the aircraft :\. it could fire before. even in fps mode the unit is absolutely frozen
Chocapic
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Post by Chocapic »

smoth wrote:I should note that untill recently the units could fire...

In fact spring was the first place I had a mech riding the aircraft :\. it could fire before. even in fps mode the unit is absolutely frozen
i dont wanna say anything wrong but as i remember they could fire and it was fixed.
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smoth
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Post by smoth »

nope they cannot ANYMORE...

that is the problem.
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zwzsg
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Post by zwzsg »

The problem is that what they wrote in the changelog is not true! The changelog say things like
"you can now set the unit speed"
"added new tag impulsefactor"
"Added "isAirBase" that tells if the units that are being transported will be stunned or not"
"Ghosted buildings can now be disabled by the lobby"
But it lies!

Maybe modders should be more involved in the beta testing before release, instead of letting one lone coder do all the work and then flame him when everything is not perfect?
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Nemo
Spring 1944 Developer
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Post by Nemo »

impulsefactor works just fine. I've been playing around with weapons with a negative impulse factor - tractor beam anyone?
mongus
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Post by mongus »

i remember ghosted buildings to work.
Archangel of Death
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Post by Archangel of Death »

The code for set unitspeed is in there (at least as of the last source I downloaded, which is a bit dated), but I hear it requires being compiled in TA:K mode. Can't say if it actual works though, as I haven't taken a crack at that particular script just yet.
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jcnossen
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Post by jcnossen »

ghosted buildings: true, I found out that I actually only disabled buildings that are destroyed but still appear as a ghosted building. Fixed now.

impulsefactor has always worked

isairbase, I admit I didn't test it properly, but now that I did it works fine.

unitspeed, yeah this was just a sort of an experiment. I've removed it already IIRC.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

Ok, for impulse factor, I added impulsefactor=50; to the gatling (only fire when in short range) of that unit, expected to see units fly everywhere when shoot at, and noticed no difference, under Spring 67b2

Can you please point me to an unit that sucessfully use impulse factor, so I can apologize?
isairbase, I admit I didn't test it properly, but now that I did it works fine.
I tested under Spring 67b2 with the [url=ttp://www.fileuniverse.com/?p=showitem&ID=1380]Legs_Upgrade[/url] and units grabbed by the on/off button had a blue bar, and couldn't aim nor fire. Can I be given your test units?

Edit: 67b3 actually
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jcnossen
Former Engine Dev
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Post by jcnossen »

Ok, for impulse factor, I added impulsefactor=50; to the gatling (only fire when in short range) of that unit, expected to see units fly everywhere when shoot at, and noticed no difference, under Spring 67b2
I tried it using a impulsefactor of 1000 or more, with goliaths firing at bulldogs. But also with a lower factor and bulldogs firing at peewee's. Maybe put it at 1000 and check again? Then at least you know it works. IIRC you also need an actual explosion, I'm not sure if all weapons do that.

I have no idea why, but the isairbase works for the current code, but doesn't for 0.67b3. I have changed little bits of code, but AFAIK they should not have changed behavior. Apparently I removed a bug that I wasn't even aware of.
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zwzsg
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Post by zwzsg »

Right, I retried, and althought I couldn't really send units flying, there was a much noticeable difference in terrain deformation.
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Nemo
Spring 1944 Developer
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Post by Nemo »

Z:

Here is a unit with a high negative impulsefactor. Try attacking peewees with it.

http://taspring.clan-sy.com/mantis/file ... 2&type=bug
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smoth
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Post by smoth »

godamnit, stop hijacking the thread.

back on topic. So, what is the problem with the IsAirbase tag? Will it be fixed.
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