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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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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?
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Mon Aug 16, 2010 9:31 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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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.
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Mon Aug 16, 2010 9:53 pm |
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Mad Alex
Joined: Sat Oct 17, 2009 2:07 pm Posts: 127
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Re: Unexpected ACRocket behaviour
Decrease CharHeight. It worked for me.
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Mon Aug 16, 2010 10:17 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Unexpected ACRocket behaviour
Mad Alex wrote: Decrease CharHeight. It worked for me. Holy fudge, it works. That made no sense at all.
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Mon Aug 16, 2010 10:53 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Unexpected ACRocket behaviour
Oh Data, basing AI functions off of completely arbitrary values with two completely different possible functions.
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Tue Aug 17, 2010 4:13 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Tue Aug 17, 2010 7:38 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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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.
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Wed Aug 18, 2010 6:13 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Unexpected ACRocket behaviour
I was more referring to the behaviour of picking up items.
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Thu Aug 19, 2010 8:24 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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Re: Unexpected ACRocket behaviour
Oh.
But I thought CharHeight's main function was HUD positioning, right?
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Thu Aug 19, 2010 1:24 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Thu Aug 19, 2010 1:27 pm |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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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.
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Thu Aug 19, 2010 1:33 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Thu Aug 19, 2010 1:41 pm |
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blargiefarg
Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
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Re: Unexpected ACRocket behaviour
I'm having the same problem, but the CharHeight changes nothing (other than the hud of course)
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Sat Sep 11, 2010 7:10 am |
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