wierd happanings

wierd happanings

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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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

wierd happanings

Post by MrSpontaneous »

Well, a particular unit is giving me some odd problems. It is designed to be all terrain, and its max slope is set to 90. It however acts as if its max slop is very low :|. here is the FBI file:

Code: Select all

[UNITINFO]
	{
	//Internal settings
	unitname=BORESLOG;
	version=1;
	side=BOREDOM;
	objectname=BORESLOG.S3O;
	TEDClass=BUILDER;
	category=BOREDOM NOWEAPON NOTAIR NOTSUB NOTSHIP LEVEL1 NOTLAND ALL;	

	//unit limitations and properties
	ActiveWhenBuilt=1;
	WorkerTime=100;
	builddistance=90;
	BuildTime=600;
	Corpse=BOREMAP_DEAD.S30;
	SoundCategory=ARM_kbot;	
	SightDistance=250;
	radardistance=0;
	MaxDamage=100;
	name=Slog;
	description=:Produces Ground buildings;
	
	//energy and metal related
	BuildCostEnergy=200;
	BuildCostMetal=400;
	EnergyMake=0;

	//Pathfinding and related
	FootPrintX=2;
	FootPrintZ=2;
	MaxWaterDepth=10;
	MovementClass=SPID2;
	MaxSlope=90;	
	mobilestandorders=1;
	standingmoveorder=1;
	ovradjust=1;
	smoothanim=1;

	//Abilities
	Builder=1;
	CanMove=1;
	CanPatrol=1;
	CanStop=1;
	canguard=1;
	maxvelocity=1.4;
	brakerate=0.08;
	acceleration=0.015;
	turnrate=250;
	steeringmode=1;
	shootme=1;
	canreclamate=1;
	defaultmissiontype=Standby;
	maneuverleashlength=640;
	movementclass=TANKSH3;
	leavetracks=1;
	trackwidth=24;
	trackoffset=3;
	trackstrength=5;
	trackstretch=1;
	tracktype=slogTrack;
	armourtype=builder;
	canattack=1;

	//Weapons and related
	weapon1=LIGHTPARA;
	wpri_badtargetcategory=VTOL;
	nochasecategory=VTOL;

	

	}
One other problem was with its weapon. I gave it a custom sound titled burb.wav, just to mess around. How ever, spring gave me an error saying it was not in the correct format. From what I can tell that is how other mods have thier sound files set up, so this is puzzling me.

Thanks in advance
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Try MaxSlope=85;
Maybe 90 becomes 0, because, you know, it's the kinda the same, if you consider the valid interval is only [0,90[ and anything out loop back in.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

ok, but for the record I looked some all terrain units in other mods and they had max slope = 90 :?

edit: nope, still does not work :(
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Could it be that by using movementclass=TANKSH3; you make the unit use the MaxSlope that is defined for TANKSH3 inside /gamedata/moveinfo.tdf , disregarding what's written in the FBI?
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

nope :-)

Code: Select all

 MovementClass=SPID2; 
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Yeah, that variable is read from the movement class, NOT the FBI.
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MrSpontaneous
Posts: 242
Joined: 09 Sep 2005, 22:39

Post by MrSpontaneous »

oh, well that movment class does not have max slope in it. . .so all movement stats have to be done seperatly. . .

Thanks

edit: made some movement classes and all is well :-) thanks
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