Is FF Dead or Alive... That's not the question, anyone care? - Page 4

Is FF Dead or Alive... That's not the question, anyone care?

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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Kovin
Posts: 28
Joined: 11 Feb 2006, 10:21

Third person

Post by Kovin »

Well, nope, only in this forum thread.
Well, in the beginning, if you have some models completed, its good start - of course you will get credit for everything you contribute to the mod, these models will be free to use for anyone to steal... er, borrow. Of course you may say you dont want it coppied, but because everyone can download and unpack the mod... but you already know that.
Kovin
Posts: 28
Joined: 11 Feb 2006, 10:21

AirHoverFactor

Post by Kovin »

Pressure Line wrote:actually he best way would be to set the airhoverfactor so they never land, just hover in-place above the land
You mean AirHoverFactor=0; ?
Cause it already is set for most FF units. Tried to set AirHoverFactor > 0 and its horrible, AirHoverFactor < 0 means unit will land. So, no change there.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

so what exactly is the problem you are attempting to solve?
Kovin
Posts: 28
Joined: 11 Feb 2006, 10:21

Problem?

Post by Kovin »

Pressure Line wrote:so what exactly is the problem you are attempting to solve?
Ah, me? Nothing. Well, I would prefer if units won't move when they attacking, or at least if I can turn this off / on in game, but basically, I don't think there is something to be changed in unit movement / landing system as it is. If many players want to have "landing system", it will be very easy to add it, but if I remember, this feature was taken away by Optimus few FF versions back.
REVENGE wrote:Fighters have the nasty problem of colliding into big ships before attack, and getting stuck sometimes as well. Corvettes don't have this problem.
Corvettes have same problem. Every unit which use typical "plane movement" and are not hovering like gunships have this problem. If you know how to solve it, tell me, because so far, I don't know. Maybe very different height where they fly will do the trick and I haven't tested it yet, but it will come.
Kovin
Posts: 28
Joined: 11 Feb 2006, 10:21

Fighter problem

Post by Kovin »

I was "assured" this is Spring bug and I can't do anything to fix it unless I fix Spring. Sorry, folks, as much as I would love to, unless Spring aircraft behavior is fixed, I can't do much.
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[XIII]Roxas
Posts: 182
Joined: 20 Jun 2007, 23:44

Post by [XIII]Roxas »

Try changing the movement class?

All gunships constantly move when attacking, and all. I would suggest switching it to some hovercraft moveclass.

If this has been covered, I'm sorry.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

Combine airhoverfactor =0 with that with the new strafe tag that stops gunship movement types from circle strafing during attack and you'll get pretty damn stationary capital ships.

Of course the targeting issues in regards to fighter movement class vs. large targets is a engine issue that needs a lot of work to fix.


EDIT found the tag:- Added boolean FBI tag AirStrafe. Only effective if HoverAttack=1. If AirStrafe=1, gunships and construction aircraft will strafe in a circle around the target. If AirStrafe=0, they will not strafe, they will sit stationary in the air firing their weapons.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Close this thread, move to new FF development thread please.
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