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Units riding Air transport issue.

Posted: 11 Feb 2006, 01:04
by smoth
In earlier versions of spring units riding an air transport were able to fire off of it. This allowed a unit to ride a transport and shoot from it. In OTA we would utilize a fbi tag Isairbase to give a unit permission to fire from a transport. Durring this mornings test I noticed that the units can no longer fire from the transport. This really messes up many units. IS there a way around this new bug "blue-bar"? Or is the feature permanently removed from spring?

Re: Units riding Air transport issue.

Posted: 11 Feb 2006, 08:04
by patmo98
smoth wrote:In earlier versions of spring units riding an air transport were able to fire off of it. This allowed a unit to ride a transport and shoot from it. In OTA we would utilize a fbi tag Isairbase to give a unit permission to fire from a transport. Durring this mornings test I noticed that the units can no longer fire from the transport. This really messes up many units. IS there a way around this new bug "blue-bar"? Or is the feature permanently removed from spring?
I don;t think this is a bug. I think that the engne paralyzes units when ever they are picked up with a transport. I'm only guessing this since the bar also turns the same color when a unit is stunned.

Posted: 11 Feb 2006, 10:19
by Maelstrom
Well as that is not ment to happen, it is a bug. Even if it was conciously put in there by the developers, if it isnt ment to happen its a bug.

Posted: 11 Feb 2006, 18:46
by AF
Looking at file sin th AI itnerface I see that the engien doesnt auto paralyze, ther eis infact a true/false value sayign wether this cna happen and wether the unti does it to untis beign transported by it.

I believe you would be hunting for the tag that makes a transport paralyze or not paralyze its units.

A quick look through UnitLoader.cpp should give you your answer

Posted: 11 Feb 2006, 19:17
by zwzsg
from the changelog

0.63b1
-Added tag "isAirBase" to unit FBI file, sets if the units that are being transported will be stunned or not, defaults to 0.
It does work, that's how my (now crashfree!) Mobile Factory Upgrades work.

So, just like in TA, isAirBase=1; allow units to fire from inside the transport.

Posted: 11 Feb 2006, 19:52
by smoth
[UNITINFO]
{
UnitName=DODAI_2;
Version=1;
Side=CORE;
Objectname=DODAI_2;
Designation=;
Name=DODAI II;
Description=DODAI transport;
FootprintX=6;
FootprintZ=4;
BuildCostEnergy=1000;
BuildCostMetal=1400;
MaxDamage=4000;
MaxSlope=100;
BuildTime=5000;
BMcode=1;
Builder=0;
ThreeD=1;
ZBuffer=1;
SightDistance=950;
SoundCategory=ARM_VTOL;
ExplodeAs=BIG_UNITEX;
SelfDestructAs=SMALL_UNIT;
Category=ARM VTOL CTRL_V LEVEL1 WEAPON STEALTH NOTSUB CTRL_W CTRL_P;
TEDClass=VTOL;
UnitNumber=502;
firestandorders=1;
StandingFireOrder=2;
mobilestandorders=1;
StandingMoveOrder=1;
canmove=1;
canpatrol=1;
canstop=1;
canguard=1;
MaxVelocity=5;
BrakeRate=1;
Acceleration=0.34;
TurnRate=405;
SteeringMode=2;
ShootMe=1;
DefaultMissionType=VTOL_standby;
maneuverleashlength=1000;
MaxWaterDepth=0;
cruisealt=120;
Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
altfromsealevel=70;
Canfly=1;
canload=1;
transportcapacity=1;
transportsize=3;
Upright=1;
Stealth=0;
BankScale=.2;
canattack=1;
IsAirBase=1;
cantbetransported=0;
}
The fbi has only changed because I changed the transport capacity. it IS isairbase!

Posted: 11 Feb 2006, 20:14
by zwzsg
Oh, right. I was fooled by the fact that transport-stunt units can still open up and start building if they are a factory, and can still run and stop their walkscripts when they are kbots. But there is no difference in the behavior of unit on the legs_upgrade with "isairbase=1;" and units on the pram without "isairbase=1;"

I guess it's just one of those change that gets implemented in the changelog but not in the actual code. :wink:

It could also be that units transported have they line of fire blocked by the transport collision box/sphere/footprint, but I don't think so because the legs_upgrade was designed specifically to have its footprint and collision sphere away from its cargo (as verified by selecting it and pressing B).

Posted: 11 Feb 2006, 20:57
by smoth
I should note that untill recently the units could fire...

In fact spring was the first place I had a mech riding the aircraft :\. it could fire before. even in fps mode the unit is absolutely frozen

Posted: 11 Feb 2006, 22:33
by Chocapic
smoth wrote:I should note that untill recently the units could fire...

In fact spring was the first place I had a mech riding the aircraft :\. it could fire before. even in fps mode the unit is absolutely frozen
i dont wanna say anything wrong but as i remember they could fire and it was fixed.

Posted: 11 Feb 2006, 23:52
by smoth
nope they cannot ANYMORE...

that is the problem.

Posted: 12 Feb 2006, 03:29
by zwzsg
The problem is that what they wrote in the changelog is not true! The changelog say things like
"you can now set the unit speed"
"added new tag impulsefactor"
"Added "isAirBase" that tells if the units that are being transported will be stunned or not"
"Ghosted buildings can now be disabled by the lobby"
But it lies!

Maybe modders should be more involved in the beta testing before release, instead of letting one lone coder do all the work and then flame him when everything is not perfect?

Posted: 12 Feb 2006, 05:23
by Nemo
impulsefactor works just fine. I've been playing around with weapons with a negative impulse factor - tractor beam anyone?

Posted: 12 Feb 2006, 05:42
by mongus
i remember ghosted buildings to work.

Posted: 12 Feb 2006, 10:48
by Archangel of Death
The code for set unitspeed is in there (at least as of the last source I downloaded, which is a bit dated), but I hear it requires being compiled in TA:K mode. Can't say if it actual works though, as I haven't taken a crack at that particular script just yet.

Posted: 12 Feb 2006, 12:51
by jcnossen
ghosted buildings: true, I found out that I actually only disabled buildings that are destroyed but still appear as a ghosted building. Fixed now.

impulsefactor has always worked

isairbase, I admit I didn't test it properly, but now that I did it works fine.

unitspeed, yeah this was just a sort of an experiment. I've removed it already IIRC.

Posted: 12 Feb 2006, 14:26
by zwzsg
Ok, for impulse factor, I added impulsefactor=50; to the gatling (only fire when in short range) of that unit, expected to see units fly everywhere when shoot at, and noticed no difference, under Spring 67b2

Can you please point me to an unit that sucessfully use impulse factor, so I can apologize?
isairbase, I admit I didn't test it properly, but now that I did it works fine.
I tested under Spring 67b2 with the [url=ttp://www.fileuniverse.com/?p=showitem&ID=1380]Legs_Upgrade[/url] and units grabbed by the on/off button had a blue bar, and couldn't aim nor fire. Can I be given your test units?

Edit: 67b3 actually

Posted: 12 Feb 2006, 16:17
by jcnossen
Ok, for impulse factor, I added impulsefactor=50; to the gatling (only fire when in short range) of that unit, expected to see units fly everywhere when shoot at, and noticed no difference, under Spring 67b2
I tried it using a impulsefactor of 1000 or more, with goliaths firing at bulldogs. But also with a lower factor and bulldogs firing at peewee's. Maybe put it at 1000 and check again? Then at least you know it works. IIRC you also need an actual explosion, I'm not sure if all weapons do that.

I have no idea why, but the isairbase works for the current code, but doesn't for 0.67b3. I have changed little bits of code, but AFAIK they should not have changed behavior. Apparently I removed a bug that I wasn't even aware of.

Posted: 13 Feb 2006, 00:08
by zwzsg
Right, I retried, and althought I couldn't really send units flying, there was a much noticeable difference in terrain deformation.

Posted: 13 Feb 2006, 00:46
by Nemo
Z:

Here is a unit with a high negative impulsefactor. Try attacking peewees with it.

http://taspring.clan-sy.com/mantis/file ... 2&type=bug

Posted: 13 Feb 2006, 01:36
by smoth
godamnit, stop hijacking the thread.

back on topic. So, what is the problem with the IsAirbase tag? Will it be fixed.