View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001900 | FSSCP | models | public | 2009-03-16 23:58 | 2009-03-27 06:16 |
Reporter | FUBAR-BDHR | Assigned To | Wanderer | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.9 | ||||
Summary | 0001900: Thrusters attached to subobjects with name= do not turn off. | ||||
Description | Have a ship with 4 engine suobjects and 4 thrusters attached to those engines. Upon destroying one engine the thruster remains on. Destroying all 4 causes the thrusters to go out. After some experimenting and comparing with the Demios in the MediaVPs I narrowed down the problem to the name= in the subobject. Removing the name= results in the expected behavior. Adding name= anything (for the heck of it I changed them to beer1-4)results in the thruster staying on until all are destroyed. | ||||
Additional Information | 3.6.10 Kara's inferno multi build. Problem existed in 3.6.9 as well. Files too big to attach I'll pack them up and send a link via PM. | ||||
Tags | No tags attached. | ||||
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From what I could see in WC Saga the name= must be the subsystem name, usually engine01 engine02 or whatever is specified in the thrusters. Then it works. At least it does for us. We recently experimented with that when we added subobjects for the engines. The name of the engine in the HUD subsystem targetting can then be changed to something more appropriate in the ships.tbl with the new $Alt Subsystem Name: feature like this: $Subsystem: engine01, 35, 0.0 $Alt Subsystem Name: Engine |
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I did get around it buy using the $alt subsystem name and I believe you are correct that it will work if name= is the name of the subobject but if you have multiple LOD's then you can't have detail0->engine01a detail1->engine01b with name=engine01 under engine01a. I could be totally off base on that since I'm not a modeler but that seems to be the pattern. |
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True, but we usually remove the subobjects on the LODs anyway and either attach them to the main hull or remove them alltogether. Especially with turrets we do that since otherwise we'd run into serious turret-limit problems on those ships :) With thrusters it's probably easiest to either remove them alltogether or attach them to the LOD hull without being subobjects. At a distance one might not see their -destroyed subobject versions anyway :) |
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I believe i see the reason for this behavior. I'll try to provide a trunk based test build asap so that you can verify it fixes the issue (or alternatively provide a model/mission set where the problem occurs). |
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We don't really have an issue with this,since we can fix it the way I described, but if you think this is not working as designed, go ahead, but please inform us about any changes so we can check if our models still work :) |
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Fixed in trunk... should there be problems just reopen the issue |
Date Modified | Username | Field | Change |
---|---|---|---|
2009-03-16 23:58 | FUBAR-BDHR | New Issue | |
2009-03-23 22:30 | KeldorKatarn | Note Added: 0010755 | |
2009-03-23 23:26 | FUBAR-BDHR | Note Added: 0010760 | |
2009-03-23 23:38 | KeldorKatarn | Note Added: 0010761 | |
2009-03-25 15:18 | Wanderer | Status | new => assigned |
2009-03-25 15:18 | Wanderer | Assigned To | => Wanderer |
2009-03-25 15:20 | Wanderer | Note Added: 0010764 | |
2009-03-25 15:25 | KeldorKatarn | Note Added: 0010765 | |
2009-03-27 06:16 | Wanderer | Status | assigned => resolved |
2009-03-27 06:16 | Wanderer | Resolution | open => fixed |
2009-03-27 06:16 | Wanderer | Note Added: 0010776 |