Carryall=yes aircrafts are able to pick up naval units but unable to put them down

Bug #895902 reported by LH_Mouse
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Low
DCoder DCoder

Bug Description

As captioned. I come up with an idea that when the player targets a vehicle with a Carryall=yes aircraft, check the aircraft's SizeLimit= and the vehicle's Size=, and if the vehicle is too big for the aircraft, stop them from combining. Is that ok?

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LH_Mouse (lh-mouse) wrote :
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DCoder DCoder (dcoder1337) wrote :

I'd prefer the passenger's Weight= instead of Size= , and a WeightLimit= on the carryall that defaults to... let's say 3. Will make sure this gets looked at together with the other carryall stuff.

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EVA-251 (eva-251) wrote :

I don't know if the use of Weight would be optimal here, as it also is used for visual effects, like if a ship sinks or explodes (however much sense that makes) and how dramatically a vehicle shakes if near/at the impact of a rocking warhead.

I personally use high weight values to ensure that rocking effects aren't too dramatic on vehicles. Overall I made increases of weight across the board to make sure terror drones don't cause retarded amounts of rocking, seeing as it can't be disabled for parasite units.

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Blade (nadia-xy) wrote :

I would say this is related to #322 as the description of what is wanted (preventing some units being picked up) is part of what nonvehicle=yes did in TS. Of course it would be nice if carryalls could just put units down only on terrain the unit is normally allowed on, but that probably requires some locomoter vodoo.

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Blade (nadia-xy) wrote :

Damn, I just realised I made the same suggestion on #516 and they are apparently to be kept seperate... well this should be related to one of them anyhow :)

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Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: DCoder
Location: feat-carryalls, r1029
Commit contains DLL: Yes
Revision comment:
Related to issue #516 - [aircraft]Carryall.SizeLimit=[int] ; maximum Size= that this carryall can lift, defaults to -1 - no limit.
Related to issue #1290 - [unit]Carryall.Allowed=[y/n] ; can this unit be picked up by a carryall? defaults to "decide normally", in which case Organic=yes and NonVehicle=yes units cannot be picked up. If specified, Carryall.Allowed overrules those considerations. Additionally, units infected with a Parasite (TDrone/Squid) cannot be picked up ever.
Also reverted changes that TSVN autocommitted. Meh.
Bonus: Nullable template.
Related to issue 516,1290 .
SVN: http://svn.renegadeprojects.com/Ares/1029

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

This allows per-unit control of what can be picked up. In addition to this, I will most likely make ships explode if unloaded onto something that isn't water.

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FS-21 (jagarni1983) wrote :

Using r1029 & Carryall.SizeLimit=10:
- It can overwrite NonVehicle=yes and Organic=yes with Carryall.Allowed=yes as planned.

- I tried with MCVs (Size=6) & Slave miners (Size=4) & Carryall.Allowed=no and this not works. Carryall can load them.

EDIT: added info about Carryall.Allowed=no case.

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YR M0ddEr (yr-m0dder) wrote :

I really think this fix(Carryall.Allowed=) should split into a new issue, becuse there have been no fix when it comes to naval units. Speaking of naval, there are some unreported bugs.
First, I dont even know how to make a carryall aircraft land on water.
Also, see picture, when carry all is in air, it works just fine. But when it is on the ground(the carryall wont release the ship, it will hold the naval ship until the carryall is destroyed), you cannot fire a weapon on it, even if you hold down CTRL(note that you can fire on it when it is in air). Also, you can see that the shadow get wierd.

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: DCoder
Location: feat-carryalls, r1032
Commit contains DLL: Yes
Revision comment:
Related to issue #1290 - Carryall.Allowed parser corrected. TODO: fix logical comparison of Valueable properly.
Related to issue 1290 .
SVN: http://svn.renegadeprojects.com/Ares/1032

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: DCoder
Location: feat-carryalls, r1033
Commit contains DLL: Yes
Revision comment:
Related to issue #1544 - powered units should correctly update their state after being unloaded. Alex/Ren, if we have a more generic solution for this, feel free to correct it.
Related to issue #1290 - making aircraft able to land on water is complicated and won't be done for now. Code has been changed so that if a ship is placed on ground, it will explode and take the carryall with it.
Related to issue 1290,1544 .
SVN: http://svn.renegadeprojects.com/Ares/1033

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

We discussed this on IRC yesterday and agreed that explicitly disallowing pickups of naval units is not OK, and it's the modder's responsibility to set up size limits for his stuff, not ours. It would be nice to be able to tote ships around, but that's complicated and I am not going to even try it before 0.2 is done.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

I agree that picking up naval units is kinda stupid. My suggestion, never code it.
In r1033,
the carryall and the naval ship explode when carryall try to land on ground.
Carryall.Allowed works as you described, and works fine with Carryall.SizeLimit(wich means FS-21's bug is gone).

Revision history for this message
FS-21 (jagarni1983) wrote :

Using r1033:
"Carryall.Allowed=no" now works in those cases.

Revision history for this message
Rogan (pdrogan) wrote :

Organic, Carryall.Allowed=no, and NonVehicle units will not get picked up by a carryall.

Carryall.Allowed=yes on dolphins overrides its organic=yes tag and gets picked up by a carryall

Added both NonVehicle=yes and Carryall.Allowed=yes on the battlefortress and the carryall.allowed tag overrides the NonVehicle tag too.

However, a carryall will kill itself and the carried unit if the unit picked up was a naval unit.

Set Carryall.SizeLimit=35. All of the Allied vehicles and naval units were able to be carried except for those with the above mentioned tags and the Aircraft Carrier.

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