View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001281 | FSSCP | cutscenes | public | 2007-02-16 15:02 | 2007-07-24 17:12 |
Reporter | Tolwyn | Assigned To | Kazan | ||
Priority | normal | Severity | major | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.9 | ||||
Summary | 0001281: After using cutscene sexps to teleport player to a new position warships have no collision detection | ||||
Description | This is a major bug. Right now, we are using cutscene sexps to emulate autopilot functionality from the original Wing Commander games. When certain events come true I trigger a cutscene by a key combination Alt-A. Then I teleport the player to his destination. http://wcsaga.hard-light.net/team/Tolwyn/pictures/autop_01.jpg http://wcsaga.hard-light.net/team/Tolwyn/pictures/autop_02.jpg http://wcsaga.hard-light.net/team/Tolwyn/pictures/autop_03.jpg Now, when I teleport player back to the home base, warships stationed there have no collision detection. This seems to affect every capital ship (or perhaps even fighters, haven't tried that yet), that are further away than xxxx meters from the player, unless the jump into the system when the player teleports to the navpoint, where they jump in (e.g. if they are there from the start of the mission they will have no collision detection) | ||||
Tags | No tags attached. | ||||
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Just thought I'd note here that this is not WCSaga-only... any time this sort of combination of sexps is used to teleport a ship over long distances, the bug happens. As far as I can tell, it always happens to a stationary ship that the player teleports far away from and then back to. (Tolwyn, do you have a version of the mission you could upload here?) I wonder if this is related to the bug a year ago where ships at long distances from the center of the map would 'jitter'. Similar sort of math / float thing at least, dunno. |
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hmm... not at the moment. But you could simply rip the three sexps in question from any of my missions. You will need init autpilot, autopilot animation and reset autopilot sexps. |
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just a small update: it has nothing to do with the cutscene sexps per se, it is rather a problem related to set-object-position. What really makes this problematic is that the asteroids have no collision as well! Which makes it impossible to have an asteroid field in a mission (including three prologue missions!). |
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a test mission made with the Saga installation, but it will work with FS2 as well. |
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hey tolwyn.. is this problem occuring with the new built-in autopilots? |
2007-07-23 20:48
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yeah, it does. Try out the mission |
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the missing collision detection goes away after a certain amount of time right? |
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that is what taylor said. |
2007-07-24 02:27
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attached test build... tell me if this fixes it |
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yep, it works now :-) |
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[Mr burns]Excellent[/MrB] |
Date Modified | Username | Field | Change |
---|---|---|---|
2007-02-16 15:02 | Tolwyn | New Issue | |
2007-03-21 12:19 | Backslash | Note Added: 0007868 | |
2007-03-22 18:51 | Tolwyn | Note Added: 0007872 | |
2007-06-06 18:17 | Tolwyn | Note Added: 0008166 | |
2007-06-06 20:11 | Tolwyn | Note Edited: 0008166 | |
2007-06-06 20:13 | Tolwyn | Note Added: 0008167 | |
2007-07-23 19:36 | Kazan | Note Added: 0008234 | |
2007-07-23 19:36 | Kazan | Status | new => assigned |
2007-07-23 19:36 | Kazan | Assigned To | => Kazan |
2007-07-23 20:48 | Tolwyn | File Added: Untitled.fs2 | |
2007-07-23 20:48 | Tolwyn | Note Added: 0008249 | |
2007-07-24 00:29 | Kazan | Note Added: 0008250 | |
2007-07-24 00:54 | Tolwyn | Note Added: 0008251 | |
2007-07-24 02:27 | Kazan | File Added: fs2_open_3_6_9d.rar | |
2007-07-24 02:28 | Kazan | Note Added: 0008256 | |
2007-07-24 14:39 | Tolwyn | Note Added: 0008278 | |
2007-07-24 17:07 | Kazan | Note Added: 0008280 | |
2007-07-24 17:11 | Kazan | Status | assigned => resolved |
2007-07-24 17:11 | Kazan | Resolution | open => fixed |