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Added more landing pads to the Airforce Command Center #735
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Ok, tested this commit. multiple airfields (see behavior after 30s mark) When multiple airfields exists, the airplanes sometimes enter in loop trying to find a slot, when another one is open (mostly when building new planes, when coming back from bombing mission, they find the slot correctly) An possible fix is at build time, find a open slot in all airfields that the player controls and then deploy that plane there. |
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Needs some work when multiple airfields exists and a plane is built.
Your video is not accessible unfortunately. |
Ok, should be gdrive permissions. I will fix that
A quarta, 24/06/2020, 16:20, Peter Geis <[email protected]> escreveu:
… Your video is not accessible unfortunately.
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Try now. Fixed the permissions
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Probably not possible with the way this hack works. Only 25% of the pads is constructing aircraft, the others are just for rearming. |
May be it needs to spawn/build the plane right on free slot, and without flying/jumping after build? |
I approve of that.
A quarta, 24/06/2020, 19:54, yaaaaa <[email protected]> escreveu:
… May be it needs to spawn/build the plane right on free slot, and without
flying/jumping after build?
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Also from the video @sorcerer86pt sent looks like planes land facing 0, they should face 224. MustaphaTR/Romanovs-Vengeance@cc69deb |
Changed the landing facing and added production capabilities to the pads. I don't know why |
actors.Clear(); | ||
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) |
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I don't see this documented at all and this seems to be a very specific behavior unrelated to spawning nearby actors.
Regardless of whether this functionality remains, it should be documented IMO.
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Added a note to the trait description.
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Is that in reference to the "which keep connected?"
That makes me think this'd be used for (visually) connecting walls, not ownership of the spawned actors always being that of the actor that spawned them throughout the game.
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Owner changing is still undocumented.
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Updated and fixed an issue where selling the aircraft command would not remove the additional pads. |
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Inline comments regarding undocumented behavior, making the trait only as abstract/generic as necessary (this isn't engine/core where we have and expect 3rd-party reuse (and if that happens, things can be made more generic then)), how the trait logic works in general (re not seeing items added to the actors
instance member), and some MiniYaml values.
actors.Clear(); | ||
} | ||
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void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) |
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Is that in reference to the "which keep connected?"
That makes me think this'd be used for (visually) connecting walls, not ownership of the spawned actors always being that of the actor that spawned them throughout the game.
Rebased and updated. |
Needs rebase. |
Tbh I'm not sure if this PR is necessary. If this repository seems unmaintained to people, I don't think there is a reason to add this workaround, or is there? I.e. since we're not in a rush we can wait for docking to work like we need. |
Closes #87.