Closed hanibalv2 closed 7 years ago
We should implement a fallback, in case our current solution does not find any safe spot
fallback implemented. But it is not satisfactory in my opinion.
-units still spawn in rocks
unit spawn optimize -> 94f3f8ea13126b81ede3a3312ff969ca455a9d06
but some units still spawn in the origin of the map.
I try to fix this via :
if( (_unit distance [0,0]) < 100)then{
diag_log (format ["Unit %1 spawn in origin of the map, setDamage 1",_x]);
_unit setDamage 1;
};
in on_zone_enter 60-65, but i can not trigger this. Maybe the code is faster execute than the unit spawn.
Visual test result: As i see on our server(15.06.2017-01:42:00) Units can still spawn in rocks. Maybe 20 Percent possiblitiy
It seems that they spawn on a rock wich is still inside another rock, or fall back agin through the objekt.
New spawning system, tries to spawn units in nearby buildings and only uses the old method as a fallback. Moreover it is sufficient to hold the position at the zone center to conquer it. Therefore this is no longer relevant.
as described at : https://community.bistudio.com/wiki/Position#PositionASL
we coud maby detect surface object like trees and rock by using the correct getPos funkction
also getPosWorld should be forced to used. It is the fastes function. https://community.bistudio.com/wiki/Code_Optimisation