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Comander thinks he can crush anything....

Posted: 01 Jun 2007, 20:40
by aGorm
This isn't strictly were this should be posted but, hay, it will do.

Basicly I've run into a real obsucure problem with features, things crushing them, and the comander in XTA.

Basicly what defines the toughness of a feature?!? hitdensity="" seems to be some arbitry atribute that reletes to it, but I'll be damed if I know what spring does with it. Is it a multiplyer of somthing?

Also... The XTA comander apears to think he can crush anything... including "invincible" features, IE large trees. I know he thinks this cause when you press F2 he rekons he can wander right into them. This causes him to wander at the tree for half an hour while he waits for it to be crushed out the way...
Funny thing is everything else is quite happy to paint the tree red when you press F2, its only the comander (so far as I've tested) that thinks he can wander through.

Does an invincible feature need a hit density to (even though by definition is invincible?)

Some one help, I'm going spare.... (mad that is to say)

aGorm

Posted: 01 Jun 2007, 20:43
by AF
I always thought it was the metal value.

The commander doesnt think it can crush these objects, it thinks it can walk straight through, including factory walls sometimes. This is the pathfinder being stupid.

Posted: 01 Jun 2007, 20:47
by aGorm
Why just the comander.... and besides if i build a fac that goes red on the F2 view... its just all the features. For some thats fine. But not rocks and big trees!

aGorm

Posted: 01 Jun 2007, 21:02
by NOiZE
try adding damage=99999999999999999999999; in the feature tdf.

Posted: 01 Jun 2007, 21:13
by aGorm
Didn't help... but i noticed something very odd.... typing in cheats and nocost... MAKES RED APEAR UNDER THE TREES!!!1!!1!!

Someone explane... someone look in teh code... someone tell me please I's been driving me nuts all week.

aGorm

Posted: 01 Jun 2007, 21:42
by NOiZE
make the feature costs insane?

Posted: 01 Jun 2007, 22:22
by Zoy64
this may sound noobish, but is the F2 button like a height map or something?

Posted: 01 Jun 2007, 23:28
by aGorm
Its the "were you can go map" IE units selected at time of pressing F2 can only go on teh green areas... shows you were units can get to.

Obviolsy it cant get into the tree, but it seems to think it can. Maddening.

aGorm

Posted: 01 Jun 2007, 23:34
by Guessmyname
hitdensity gives a percentage of how many shots will simply go straight through the feature

Posted: 01 Jun 2007, 23:35
by aGorm
realy? So what controles the crushability?!?!?

aGorm

Posted: 02 Jun 2007, 00:19
by j5mello
aGorm wrote:Didn't help... but i noticed something very odd.... typing in cheats and nocost... MAKES RED APEAR UNDER THE TREES!!!1!!1!!

Someone explane... someone look in teh code... someone tell me please I's been driving me nuts all week.

aGorm

well judging from this im assuming it has something to do with the metal cost of the commander and/or the feature itself...

afaik crushstrength is a fbi tag defined in a unit fbi yes?

now if that tag is absent does sprilng automatically take the metal cost as a replacement value?

and if thats true then does the XTA com have an insanely high metal cost?

if all three of those are true then that might be why...

Posted: 02 Jun 2007, 00:22
by Kloot
@aGorm

An object counts as blocking (ie. non-crushable) from a unit's perspective either if it has the blocking property set to true and isn't a feature, or if the object is blocking and its mass is greater than the unit's crush-strength. Just make your trees/rock features really heavy if you don't want them squashed like bugs, or set their metal value to something insane (mass is derived from m-value and max-health if not specified).

Posted: 02 Jun 2007, 11:11
by 1v0ry_k1ng
XTA com metal cost is about 2600
arm commander crush strength is 150, defined in moveinfo
does that help?

Posted: 02 Jun 2007, 11:22
by aGorm
So in therory when does a feature become hard enough to stop him?

aGorm

Posted: 02 Jun 2007, 22:10
by Tobi
aGorm wrote:Didn't help... but i noticed something very odd.... typing in cheats and nocost... MAKES RED APEAR UNDER THE TREES!!!1!!1!!

Someone explane... someone look in teh code... someone tell me please I's been driving me nuts all week.

aGorm
Apparently features fall under the same category as (enemy) units when drawing the blocking map: you can only see them on the blocking map if you either have LOS on them or .cheat is enabled.

Posted: 04 Jun 2007, 10:06
by aGorm
Thanks... ok so I'll just use alotof trail and error till they seeem to block. (PS they are in line of sight though btw, because he's frigging walking into the dam tings, and they do block, just the comander dont seem to thik it is.)

aGorm

Posted: 04 Jun 2007, 15:07
by Warlord Zsinj
I hope those are trees from kashyyyk :P

Posted: 04 Jun 2007, 16:05
by zwzsg
Tobi wrote:Apparently features fall under the same category as (enemy) units when drawing the blocking map: you can only see them on the blocking map if you either have LOS on them or .cheat is enabled.
Makes some sense, because otherwise you would be able to follow enemy activity by the trail of disappearing features.

Posted: 04 Jun 2007, 18:22
by KDR_11k
No, you can do that (since the drawing is unaffected) but it won't show you if your units can collide with them.

Posted: 04 Jun 2007, 23:09
by manored
How about adding script to features? :)