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Currently the garrison logic filters out positions that are not actually indoors by checking for an object above the building position
This works well for actual buildings but breaks down when trying to use it for trenches etc.
I would propose a change that would make it prioritize indoor positions when such positions are available, but if none are it should use outdoor positions 100% of the time as long as they are available.
The text was updated successfully, but these errors were encountered:
Adds garrisoned units that are placed outside will appear to look out from building
Improves garrison behaviour when there are no outdoor locations (fixes issue #413)
Fixes units being teleported to building positions located in air
Fixes taskCamp units sometimes throwing double animation resets
Fixes taskCamp units failing to reset animations
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Prefers using setVehiclePosition rather than setPos when placing units. While more expensive, taskGarrison and taskCamp are not run frequently. This neatly fixes many issues where units were spawned in the air (and fell to their deaths!)
With the new and improved eventhandlers reseting animations in taskCampReset is much more reliable. Therefore no need to run the function multiple times on all units.
Adds garrisoned units that are placed outside will appear to look out from building
Improves garrison behaviour when there are no outdoor locations (fixes issue #413)
Fixes units being teleported to building positions located in air
Fixes taskCamp units sometimes throwing double animation resets
Fixes taskCamp units failing to reset animations
--
Prefers using setVehiclePosition rather than setPos when placing units. While more expensive, taskGarrison and taskCamp are not run frequently. This neatly fixes many issues where units were spawned in the air (and fell to their deaths!)
With the new and improved eventhandlers reseting animations in taskCampReset is much more reliable. Therefore no need to run the function multiple times on all units.
Describe your requested feature
Currently the garrison logic filters out positions that are not actually indoors by checking for an object above the building position
This works well for actual buildings but breaks down when trying to use it for trenches etc.
I would propose a change that would make it prioritize indoor positions when such positions are available, but if none are it should use outdoor positions 100% of the time as long as they are available.
The text was updated successfully, but these errors were encountered: