Pathfinding/Collisiondetection of Ships vs. Underwater
Moderator: Moderators
The other water issue has been exautively discussed and entirely ignored by anyone who can fix it.
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4014
http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4014
Well looking at code I guess it should be possible to specify that subs are "flat" that means they would be just like aircrafts - being able to stack on top of each other and travel below ships / above underwater structures.
Corresponding tag for modders is called "blocking".
However this property is set to true for all units in unit.cpp contructor:
//All units are set as ground-blocking.
blocking = true;
I tested it by setting this to false for submarines and it worked nicely
Corresponding tag for modders is called "blocking".
However this property is set to true for all units in unit.cpp contructor:
//All units are set as ground-blocking.
blocking = true;
I tested it by setting this to false for submarines and it worked nicely

- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Well good luck with that.. you would have to write taairmovetype equivalent adapted for subs and change stuff in other (hard to find) places as well .. Tbh whoever wrote this initiailly should fix it..Das Bruce wrote:Replace submarine pathfinding with aircraft style.
Setting unit's as non-blocking is not a solution, because spring detects collision anyway and if you happen to be in same place as underwater metal contructor or port, your unit will get shifted or explode..
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53