OMG 0.72b - "dont land tag" buggish - doenst work

OMG 0.72b - "dont land tag" buggish - doenst work

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Optimus Prime
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Joined: 03 Oct 2005, 14:31

OMG 0.72b - "dont land tag" buggish - doenst work

Post by Optimus Prime »

Since the new version, all the ships in FF land on ground like it was before the dontland tag (the ships all have the dontland=1 tag).
Can i fix it manually, or have i to wait till the next version in 2 months or so :( I hope not!
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Caydr
Omnidouche
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Post by Caydr »

Zaphod changed things around, now there's a "hoverbehaviour" or somesuch tag. Ask him for details. Better yet, ask him to post details, since I'm clueless as well.
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Optimus Prime
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Post by Optimus Prime »

any developer can help?
Tobi
Spring Developer
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Post by Tobi »

I don't know any details but a quick glance at the code showed me this:

Tag: UNITINFO\airhoverfactor

Code: Select all

	float dlHoverFactor; // < 0 means it can land, >= 0 indicates how much the unit will move during hovering on the spot
	bool DontLand () { return dlHoverFactor >= 0.0f; }
and dlHoverFactor in code is read from UNITINFO\airhoverfactor tag. So set it airhoverfactor to some positive value. I don't know what kind of influence the size of the value you give it has / whether that's already been implemented.
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Optimus Prime
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Post by Optimus Prime »

thank you, but it doesnt work. I still have the dontland=0 tag and tried with the dlHoverFactor=1 (also other values like 100 tested). I included it in the unit.fbi and the movedata but i dont have a unitinfo folder.
Seems that we have to wait for betalord or the one who changed it.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

the tag is called airhoverfactor (UNITINFO\airhoverfactor), reread my post carefully ;-)
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Optimus Prime
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Post by Optimus Prime »

Tobi wrote:the tag is called airhoverfactor (UNITINFO\airhoverfactor), reread my post carefully ;-)
oh sorry my fault. Wow it seems to do something :D My ship hovered in a big circle but didnt land. I ll test more thank you!

Ok it works with an airhoverfactor of 0. This also fixes the driftingproblem but increasing the value above 0 produces the driftingproblem again and ships seem to circle in a radius which becomes bigger by time (needs some time to see the effect).
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Caydr
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Post by Caydr »

Before it's too late, someone add this info to the changelog please!
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SinbadEV
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Post by SinbadEV »

Ok it works with an airhoverfactor of 0. This also fixes the driftingproblem but increasing the value above 0 produces the driftingproblem again and ships seem to circle in a radius which becomes bigger by time (needs some time to see the effect).
>= 0 indicates how much the unit will move during hovering on the spot
Read! :D
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Caydr
Omnidouche
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Post by Caydr »

https://taspring.clan-sy.com/wsvn/filed ... rev=0&sc=0

The SVN changelog doesn't have any of that... is there some other changelog I'm not aware of? :?
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KDR_11k
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Post by KDR_11k »

It's not in the changelog because it's not a new change AFAIK. The commander planes in Gundam use airhoverfactor=0.
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