I've been able to make them appear after being built, fly and bank as I want them to, but they seem to jiggle at a high rate of speed no matter what I do to fix the issue.
I've set the airHoverFactor to 0, 1.0, 10.0, and I still seem to get the jiggle.
It's a vertical bounce, I'm guessing 1 unit or so. It effects all of my units.
I'm planning on shrinking the units down to one tenth their size to allow for huge games, but if this bounce keeps up, I may not be able to do it.
Here is an example file:
local unitName = "cbcruiser"
local unitDef = {
--Internal settings
BuildPic = "filename.bmp",
Category = "HUGE CAPITOL CRUISER",
ObjectName = "cbcruiser.S3O",
name = "Crystal Battle Cruiser",
Side = "CRYSTAL",
TEDClass = "CAPITOL",
UnitName = "cbcruiser",
script = "cbcruiser.lua",
--Unit limitations and properties
BuildTime = 1,
Description = "A Crystalline Battlecruiser",
MaxDamage = 4000,
RadarDistance = 0,
SightDistance = 400,
SoundCategory = "CRYSTAL",
Upright = 0,
--Energy and metal related
BuildCostEnergy = 1,
BuildCostMetal = 0,
--Pathfinding and related
Acceleration = 0.2,
BrakeRate = 0.6,
FootprintX = 10,
FootprintZ = 10,
MaxSlope = 15,
MaxVelocity = 4.0,
MaxWaterDepth = 20,
MovementClass = "Hover",
TurnRate = 300,
PushResistant = 1,
--Abilities
Builder = 0,
CanAttack = 1,
CanGuard = 1,
CanMove = 1,
CanPatrol = 1,
CanStop = 1,
LeaveTracks = 0,
Reclaimable = 0,
CanFly = 1,
HoverAttack = 1,
airstrafe = false,
CruiseAlt = 20,
BankingAllowed = 1,
AirHoverFactor = 0.0,
UseSmoothMesh = 1,
--Hitbox
-- collisionVolumeOffsets = "0 0 0",
-- collisionVolumeScales = "20 20 20",
-- collisionVolumeTest = 1,
-- collisionVolumeType = "box",
--Weapons and related
BadTargetCategory = "NOTAIR",
ExplodeAs = "TANKDEATH",
NoChaseCategory = "AIR",
}
return lowerkeys({ [unitName] = unitDef })