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FlightLevel
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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Jul 03, 2015 2:16 am    Post subject:  FlightLevel Reply with quote  Mark this post and the followings unread

Anyone know what the minimum level is to stop things clipping through buildings/going underneath active anims? (i.e whats the lowest they can be and still be rendered 'above' the structure art?)

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jul 03, 2015 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think there is a perfect number, lateral speed has an effect on a unit rising or falling in response to the height of what's below it.

A good example is a Kirov will approach a cliff and slowly rise in place before moving forward again, while a Rocketeer will easily glide upward at an angle without stopping.

Add to this the problem that hardly any of the civilian buildings have the correct heights listed, and you end up with units flying through them. Many of the taller buildings are taller than the default FlightLevel=1500 as well.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Jul 03, 2015 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

That works for jump jets and 'JumpjetHeight=' but if I reduce the global FlightLevel= of planes they ignore structural height and just clip through things, but it appears not all the artwork gets clipped so the plane just goes straight through the building.

Let's try another method. Can a plane be forced to go around an object rather than over it/through it.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Jul 03, 2015 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am afraid not, but each plane can have it's own flight level.
I think it was Altitude=(numbers)

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jul 03, 2015 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

*FlightLevel.

Yes, RA2 added it.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Jul 03, 2015 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tratos wrote:
That works for jump jets and 'JumpjetHeight=' but if I reduce the global FlightLevel= of planes they ignore structural height and just clip through things, but it appears not all the artwork gets clipped so the plane just goes straight through the building.

Again I believe this is speed related, aircraft are speed 14+ and only rise slightly as they pass through.

Tratos wrote:
Let's try another method. Can a plane be forced to go around an object rather than over it/through it.

Movementzone perhaps? The two hovercrafts are also jumpjet but go around buildings, not sure you could square this with the need to go over cliffs, but it's worth testing?

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Void
Medic


Joined: 23 Jun 2015

PostPosted: Sat Jul 04, 2015 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Am also wondering if it's possible to make each jumpjet occupy a cell instead of like 10 kirov's in the same cell, this causes all to go down together.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jul 04, 2015 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
The two hovercrafts are also jumpjet

Hovercrafts & jumpjets are not the same, they use different Locomotors & Movement Zones.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Jul 17, 2015 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if this is still relevant, but MovementZone= would probably not work... you will have to use SpeedType and set it to something else than Winged (the default for flying locomotor)... but expect this to have severe effects on other movement behaviour also (ie unable to fly across cliffs, unable to cross water - depending on the settings you put for each terrain type).

I've suggested proper aircraft pathfinding (ie avoid building collisions) for Ares like a year-ish ago or so, it might be added sometime. Until then, I think there is no way to achieve this without heavy drawbacks.

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