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 Unexpected ACRocket behaviour 
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Post Unexpected ACRocket behaviour
Now I'm into craft. More specifically, drop crate-like ACRockets. My latest creation would work perfectly, if it were not for a small detail: It's doors open as soon as it appears, giving the passengers quite an unpleasant flight.

I'd never ran into such a problem before, and I'm therefore unsure of what's causing it. Here's the code:

Code:
AddActor = ACRocket
   PresetName = [REDACTED]
   Description = Trololololo seeecret stuff that I ain't gonna tell
   AddToGroup = Craft
   AddToGroup = Weeeeeeee seecret
   Mass = 600
   Position = Vector
      X = 520
      Y = 20
   Velocity = Vector
      X = 0
      Y = 0
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Seeecret.rte/Redacted.bmp
   FrameCount = 5
   SpriteOffset = Vector
      X = -37
      Y = -30
   EntryWound = AEmitter
      CopyOf = Dent Metal Light
   ExitWound = AEmitter
      CopyOf = Gas Leak
   GoldValue = 80
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Metal
      Resolution = 8
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Metal
      Resolution = 20
      Depth = 10
   DeepCheck = 1
   BodyHitSound = Sound
      CopyOf = Metal Body Blunt Hit
   Status = 0
   Health = 100
   ImpulseDamageThreshold = 20000
   Team = 0
   AimAngle = 0
   AimDistance = 30
   CharHeight = 90
   AngularVel = 0
   HolsterOffset = Vector
      X = 0
      Y = 0
   HatchDelay = 1000
   HatchOpenSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Actors/Rockets/HatchOpen.wav
   AddExit = Exit
      Offset = Vector
         X = 38
         Y = -6
      Velocity = Vector
         X = 2
         Y = -2
      Radius = 15
   RLeg = Leg
      CopyOf = Null Rocket Leg
      ParentOffset = Vector
         X = 0
         Y = 0
   LLeg = Leg
      CopyOf = Null Rocket Leg
      ParentOffset = Vector
         X = 0
         Y = 0
   RFootGroup = AtomGroup
      CopyOf = Rocket Landing Gear Foot Right
   LFootGroup = AtomGroup
      CopyOf = Rocket Landing Gear Foot Left
   MThruster = AEmitter
      CopyOf = Null Emitter
      ParentOffset = Vector
         X = 0
         Y = 0
   RThruster = AEmitter
      CopyOf = Null Emitter
      ParentOffset = Vector
         X = 0
         Y = 0
   LThruster = AEmitter
      CopyOf = Null Emitter
      ParentOffset = Vector
         X = 0
         Y = 0
   URThruster = AEmitter
      CopyOf = Null Emitter
      ParentOffset = Vector
         X = 0
         Y = 0
   ULThruster = AEmitter
      CopyOf = Null Emitter
      ParentOffset = Vector
         X = 0
         Y = 0
   ExitInterval = 1000
   RaisedGearLimbPath = LimbPath
      PresetName = Rocket Gear Raised Path
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 0
      NormalTravelSpeed = 0
      FastTravelSpeed = 0
      PushForce = 0
   LoweredGearLimbPath = LimbPath
      PresetName = Rocket Gear Lowered Path
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 0
      NormalTravelSpeed = 0
      FastTravelSpeed = 0
      PushForce = 0
   LoweringGearLimbPath = LimbPath
      PresetName = Rocket Gear Lowering Path
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 0
      NormalTravelSpeed = 0
      FastTravelSpeed = 0
      PushForce = 0
   RaisingGearLimbPath = LimbPath
      PresetName = Rocket Gear Raising Path
      StartOffset = Vector
         X = 0
         Y = 0
      StartSegCount = 0
      SlowTravelSpeed = 0
      NormalTravelSpeed = 0
      FastTravelSpeed = 0
      PushForce = 0
   AddEmitter = AEmitter
      CopyOf = [REDACTED]
      ParentOffset = Vector
         X = 30
         Y = 21
   AddEmitter = AEmitter
      CopyOf = [REDACTED]

      ParentOffset = Vector
         X = -30
         Y = 21
   AddEmitter = AEmitter
      CopyOf = [REDACTED]
      ParentOffset = Vector
         X = 0
         Y = 26
   CrashSound = Sound
      CopyOf = Metal Body Blunt Hit Large
   GibImpulseLimit = 28000
   GibWoundLimit = 40


So, any ideas on how to fix it?


Mon Aug 16, 2010 9:31 pm
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Joined: Mon Jun 15, 2009 4:02 pm
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Post Re: Unexpected ACRocket behaviour
My guess would be that Status = 0 you've got in there.
Try 2 or 1.

Not that I know anything about craft, but that's the first obvious difference from Base.rte dropships.

Edit:
Doesn't seem to be that, I tested it with the MK1 Dropship, and I didn't notice any difference.
I assume you've tried it without setting the position or velocity?

Edit2:
Pos/Vel has no effect whatsoever, as far as I can see. It comes down as usual; where you order it.
It isn't the lack of CanLand being set either.

Edit3:
Hurp de derp. You've got an ACRocket, not a dropship.

Edit4:
And so, to answer your question; no, I have no ideas at all.


Last edited by Petethegoat on Mon Aug 16, 2010 10:19 pm, edited 1 time in total.



Mon Aug 16, 2010 9:53 pm
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Post Re: Unexpected ACRocket behaviour
Decrease CharHeight.
It worked for me.


Mon Aug 16, 2010 10:17 pm
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Post Re: Unexpected ACRocket behaviour
Mad Alex wrote:
Decrease CharHeight.
It worked for me.



Holy fudge, it works.

That made no sense at all. :roll:


Mon Aug 16, 2010 10:53 pm
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Post Re: Unexpected ACRocket behaviour
Oh Data, basing AI functions off of completely arbitrary values with two completely different possible functions.


Tue Aug 17, 2010 4:13 am
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Post Re: Unexpected ACRocket behaviour
My guess is that he assumed that all actors would be symmetrical in height, measured from the spriteoffset of the main body. Which isn't a terribly convenient assumption, I'd say, but there's a possible reason nonetheless.


Tue Aug 17, 2010 7:38 am
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Post Re: Unexpected ACRocket behaviour
Well, I'm afraid I still don't get it. Are you saying that the "open doors" AI command is somehow linked to the craf's CharHeight? That does make sense in a way, to make bigger rockets work, but I had it at 90, which is an increase of only 30 pixels over the default, surely not enough to trigger the AI at the top of the scene. Could it be a multiplier of some sort? Strange, very strange.


Wed Aug 18, 2010 6:13 pm
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Post Re: Unexpected ACRocket behaviour
I was more referring to the behaviour of picking up items.


Thu Aug 19, 2010 8:24 am
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Post Re: Unexpected ACRocket behaviour
Oh.

But I thought CharHeight's main function was HUD positioning, right?


Thu Aug 19, 2010 1:24 pm
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Post Re: Unexpected ACRocket behaviour
Main function.
But Data also decided it would be what your item pickup range and a variety of other things is based off of, as you have discovered.


Thu Aug 19, 2010 1:27 pm
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Post Re: Unexpected ACRocket behaviour
Yes, so it seems. I just hope we some day get an exact description of what it does, so as to avoid unexplainable problems like this thread's.


Thu Aug 19, 2010 1:33 pm
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Post Re: Unexpected ACRocket behaviour
Honestly speaking, if you want a decent amount of documentation any time soon I'd probably say you'd want to be doing it yourself.


Thu Aug 19, 2010 1:41 pm
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Post Re: Unexpected ACRocket behaviour
I'm having the same problem, but the CharHeight changes nothing (other than the hud of course)


Sat Sep 11, 2010 7:10 am
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