FootPrintz
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FootPrintz
Because a 2x5 tank is not 5x5 ever, and nor is it square, it's not fucking there, what is colliding.
If it's going to be square, bind it to the base object, if you want it to unturnable, make it a circle, don't make it a hassle for any kind of long or wide units.
The unit isn't in 30% of that 5x5, so why should it be colliding, it looks sloppy on me as a modder, and spring as an engine. Unless this is oh mah gosh we can't fix it, only that guy that left can do it, it should be done. Smoth can't complain, because it won't change most mods, but it would allow shaped X by Z, to allow rectangles that follow the angle, or circles which wouldn't get caught on corners.
If it's going to be square, bind it to the base object, if you want it to unturnable, make it a circle, don't make it a hassle for any kind of long or wide units.
The unit isn't in 30% of that 5x5, so why should it be colliding, it looks sloppy on me as a modder, and spring as an engine. Unless this is oh mah gosh we can't fix it, only that guy that left can do it, it should be done. Smoth can't complain, because it won't change most mods, but it would allow shaped X by Z, to allow rectangles that follow the angle, or circles which wouldn't get caught on corners.
Re: FootPrintz
I would like footprints to rotate with their units.
Re: FootPrintz
As far as letting them turn, it's difficult and I refer you to the archive. But using circles sounds like it could improve diagonal movement, and it might be feasable.
Re: FootPrintz
fuck you draco, what the fuck does this have to do with me!rcdraco wrote: Smoth can't complain
Re: FootPrintz
So your 2x5 unit goes into a 2 spot wide passage and turns 90°...
Re: FootPrintz
is it impossible to tell the unit it cant turn 90 degrees in that situation?KDR_11k wrote:So your 2x5 unit goes into a 2 spot wide passage and turns 90°...
Re: FootPrintz
Oh you could prevent the unit from turning (provided you have a good way of handling the footprint shape for units not turned in one of the cardinal directions) but it won't path to avoid that, it'll just get stuck.
Re: FootPrintz
Well, you could set the movetype to path for the full square, and create a variant of the push-resolution system for rotating (yay, more pushing!) but in the end, what would you get for it?KDR_11k wrote:Oh you could prevent the unit from turning (provided you have a good way of handling the footprint shape for units not turned in one of the cardinal directions) but it won't path to avoid that, it'll just get stuck.
Re: FootPrintz
If it pathes at full width anyway why not make its footprint match?
Re: FootPrintz
You'll be able to fit them in closer in bunches, even though they will tend to ignore narrow passages.
Re: FootPrintz
My car is 2 wide, 5 long, 3x5=15 squares unused by the unit, but they're still colliding with rocks, the unit is set at a movetype of 6x6, since my rule is to always go over to give it more room, it still ends up hitting things. 
Either a circle, or TA style turn with the unit X and Z's, the squares has corner collisions, circles have no corners.
I think that a rotatable footprint would make the most sense, TA had it, and it would do nothing but good, if it means rewriting it, we can all look at it until someone brainfarts and makes a better pathfinder or whatever we need to get this to work.

Either a circle, or TA style turn with the unit X and Z's, the squares has corner collisions, circles have no corners.

Re: FootPrintz
If it's still hitting things... have you given it the correct size in the MoveInfo? That's what matters- not what's in the Unit's FBI file. IOW, if you give a unit a 6X6 Footprint, and a 3X3 footprint in its MoveType, it'll use the 3X3, not the 6X6.My car is 2 wide, 5 long, 3x5=15 squares unused by the unit, but they're still colliding with rocks, the unit is set at a movetype of 6x6, since my rule is to always go over to give it more room, it still ends up hitting things
Re: FootPrintz
The difference is "Perception of size" and "Actual size."
The actual size is whether it collides or not.
(This is fbi, I think)
The perceived size is where it thinks it can go.
(This is moveinfo, I think)
The actual size is whether it collides or not.
(This is fbi, I think)
The perceived size is where it thinks it can go.
(This is moveinfo, I think)
Re: FootPrintz
It's a 5x5 footprint, 6x6 in moveinfo already...
- Tribulexrenamed
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Re: FootPrintz
All of this is stupid except for the circles.
Re: FootPrintz
If we allowed the turning on the footprint, technically all spring needs to calculate is how wide it is, and just assume its a square on the moveinfo and ignore how long it is, and in general you could get away with 4x5 and 4x3 no? If it was 4x8 and it acted like it was 4x4, it may be sloppy looking, but hell it will turn.
Re: FootPrintz
Take a narrow passage with a bend in it, a square unit might fit through but a long unit with the same width would not be able to turn.