underwater and alttab in 0.70b2

underwater and alttab in 0.70b2

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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

underwater and alttab in 0.70b2

Post by ginekolog »

[23:14:49] <ginekolog> SUBS STILL DONT WORK
[23:15:03] <ginekolog> and ALTTAB still close spring


so just u know.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Subs haven't been discused AFAIK.
But alt-tab is not as easy to fix...it could take a week.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

*just finished alt-tabbing several times while investigating the sub issue* Doesn't seem to be universal.

I have narrowed down the problem to underwater weapons that have turret=0. That leaves 1 sub (core super sub), and the defence buildings still working. Since all of them had massive tolerance so that they could fire 360 degrees anyway just making them turrets would not alter gameplay. Any modmaker wishing to fix this themselves could set all their underwater weapons to turret=1 and add in the AimFromWeapon# and AimWeapon# functions in all the unit's script.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

I don't believe the functions are nessacery if they contain nothing.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

But alt-tab is not as easy to fix...it could take a week.
I hope to have fixed it in b3 but I can't promise that.
Archangel of Death
Posts: 854
Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

FLOZi wrote:I don't believe the functions are nessacery if they contain nothing.
At least AimWeaponX is, the engine needs to get the return(1) from it, which is all it needs to have in it for this purpose.
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