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The units in that gif are carrying structures via Spring.AttachUnit. They visibly lag quite a distance behind the underlying pieces, as the arms of the units move left and right as they walk. It would be a great improvement for modular unit games, or things such as big ship with constructable hardpoints, if units were a bit better at updating their position to the underlying pieces. I'm aware that things like frame interpolation are likely to make the problem not entirely solvable, but perhaps there is something cheap to try that would still be a noticeable improvement.
The text was updated successfully, but these errors were encountered:
Also, if you could provide some explanation about how to replicate that, would be great. Like, if it's something z-k does, what's the fastest way to do it (what units to /give for example).
Run unit scripts for normal units and transporters
Run the transporter -> transportees subordination logic to put transportees into the right position and orientation
Run unit scripts for transportees
Now since Lua unit scripting is controlled solely by Lua and can generally be executed from many different callins, I just don't see how we can line it all up to match the flow above.
What we perhaps can try to do is to run parts of CUnit::UpdateTransportees() code after the animation is played for the current frame, while it will fix bobbing, it's still a hack as transportees' unit scripts will receive wrong input about the object orientation.
@GoogleFrog send instructions how to reproduce Warrior + Storage attachment, BAR's hats bobbing is harder to track.
The units in that gif are carrying structures via Spring.AttachUnit. They visibly lag quite a distance behind the underlying pieces, as the arms of the units move left and right as they walk. It would be a great improvement for modular unit games, or things such as big ship with constructable hardpoints, if units were a bit better at updating their position to the underlying pieces. I'm aware that things like frame interpolation are likely to make the problem not entirely solvable, but perhaps there is something cheap to try that would still be a noticeable improvement.
The text was updated successfully, but these errors were encountered: