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-   -   Bug: Bail out negates opfire (http://forum.shrapnelgames.com/showthread.php?t=41428)

Koh November 30th, 2008 09:57 AM

Bail out negates opfire
 
While fiddling around I couldn't help noticing that bailing out the crew from a vehicle loaded with troops unloads the vehicle without giving the enemy opfire. Is this intended behaviour? Or a result of "this really needs to be done this way or the game will break"?

- Koh

Mobhack November 30th, 2008 10:39 AM

Re: Bail out negates opfire
 
I will have a look at this

Andy

Warhero December 1st, 2008 06:22 AM

Re: Bail out negates opfire
 
Koh are you sure that there were even 1 enemy unit somewhere near your vehicle? I mean that enemy had enough firing range to fire your unit and/or there was not any forest/buildings/etc. between vehicle and enemy?

Cross December 1st, 2008 09:00 AM

Re: Bail out negates opfire
 
Crews can be very small; could it be that the enemy just didn't spot the crew?


Oh, you are saying the troops were unloaded by bailing out the crew; and the troops weren't shot at.

Koh December 1st, 2008 09:31 AM

Re: Bail out negates opfire
 
1 Attachment(s)
Quote:

Originally Posted by Warhero (Post 656598)
Koh are you sure that there were even 1 enemy unit somewhere near your vehicle? I mean that enemy had enough firing range to fire your unit and/or there was not any forest/buildings/etc. between vehicle and enemy?

Yeah I'm sure. I've attached a savegame so you can witness the phenomena yourself. First try unloading unit number B2, Merkava MICV. You will trigger around half a dozen opfires. Then reload the saved game and try bailing out that same Merkava MICV. You will trigger no op fires.

- Koh

Mobhack December 1st, 2008 10:51 AM

Re: Bail out negates opfire
 
Quote:

Originally Posted by Koh (Post 656619)
Quote:

Originally Posted by Warhero (Post 656598)
Koh are you sure that there were even 1 enemy unit somewhere near your vehicle? I mean that enemy had enough firing range to fire your unit and/or there was not any forest/buildings/etc. between vehicle and enemy?

Yeah I'm sure. I've attached a savegame so you can witness the phenomena yourself. First try unloading unit number B2, Merkava MICV. You will trigger around half a dozen opfires. Then reload the saved game and try bailing out that same Merkava MICV. You will trigger no op fires.

- Koh

That is because "bailing" a crew is splitting the unit and creating a brand new crew object, which is not the same as the UnloadUnit code to drop pax who are an already extant game object. UnloadUnit has an opfire trigger, SplitUnit itself does not. (That bit of code to split units was originally hidden debug only code for developer testing, but we exposed it as a useful end user function)

Manually splitting a unit now has a subsequent call to the opfire trigger code called on the newly-generated crew unit (both games). Not added to the unit destruction code - as the firer was targeting the vehicle and the generation of a crew is an unintended by-product.

Andy

Koh December 1st, 2008 11:52 AM

Re: Bail out negates opfire
 
What about troops carried by the bailed out vehicle? When the vehicle is bailed out the troops get unloaded for free. Will they now trigger opfire as well?

- Koh

Mobhack December 1st, 2008 03:00 PM

Re: Bail out negates opfire
 
Quote:

Originally Posted by Koh (Post 656636)
What about troops carried by the bailed out vehicle? When the vehicle is bailed out the troops get unloaded for free. Will they now trigger opfire as well?

- Koh

Unloading passengers is a completely different event from "bailing" (splitting) a crew, as stated above. Unloading passngers already had the opfire trigger, splitting did not.

Andy

DRG December 1st, 2008 03:20 PM

Re: Bail out negates opfire
 
We'll get this sorted out so the passengers don't get a free ride on the unloading when the crew bails

Don

iCaMpWiThAWP December 4th, 2008 05:19 PM

Re: Bail out negates opfire
 
Can i make the crew "voluntarily" bail out of a vehicle?Didnt knew that D:, how to?


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