| Author | 
            Message | 
        
        
			| 
				
				 Areku 
				
				
					 Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Petethegoat 
				
				
					 Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Mad Alex 
				
				
					 Joined: Sat Oct 17, 2009 2:07 pm Posts: 127
				 
				 
			 | 
			
				
				  Re: Unexpected ACRocket behaviour  
					
						Decrease CharHeight. It worked for me. 
					
  
			 | 
		
		
			| Mon Aug 16, 2010 10:17 pm | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Areku 
				
				
					 Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
				 
				 
			 | 
			
				
				  Re: Unexpected ACRocket behaviour  
					
						Mad Alex wrote: Decrease CharHeight. It worked for me. Holy fudge, it works. That made no sense at all.     
					
  
			 | 
		
		
			| Mon Aug 16, 2010 10:53 pm | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Areku 
				
				
					 Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
			 | 
			
				
				  Re: Unexpected ACRocket behaviour  
					
						I was more referring to the behaviour of picking up items. 
					
  
			 | 
		
		
			| Thu Aug 19, 2010 8:24 am | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Areku 
				
				
					 Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
				 
				 
			 | 
			
				
				  Re: Unexpected ACRocket behaviour  
					
						Oh. 
  But I thought CharHeight's main function was HUD positioning, right? 
					
  
			 | 
		
		
			| Thu Aug 19, 2010 1:24 pm | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Areku 
				
				
					 Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 blargiefarg 
				
				
					 Joined: Mon Apr 05, 2010 8:04 am Posts: 149 Location: Under your bed
				 
				 
			 | 
			
				
				  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 | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
	
		 |