Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Dragging - Corpse carrying and dragging - continued #9273

Open
wants to merge 41 commits into
base: master
Choose a base branch
from

Conversation

johnb432
Copy link
Contributor

@johnb432 johnb432 commented Jul 20, 2023

When merged this pull request will:

IMPORTANT

  • If the contribution affects the documentation, please include your changes in this pull request so the documentation will appear on the website.
  • Development Guidelines are read, understood and applied.
  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

@PabstMirror
Copy link
Contributor

encountered some weird invisibility and body duplication
https://www.youtube.com/watch?v=gvnRnQPhjf0

@johnb432
Copy link
Contributor Author

johnb432 commented Jul 21, 2023

Changelog of b32ad48:

  • Added actions to dead units. I do not know of any downsides of using allDeadMen to get all dead units, so I went with that. Extended EH don't seem to trigger on dead units, that's why this was needed.
  • Added some delays for clone creation and deletion, in order to get their corpses to be synced better. On my end the duplication of bodies is gone, but I haven't tested on a dedicated server.
  • Corpse is removed from garbage collector, so that it can be kept. If it's deleted through other manners, the unit will just drop the clone (as opposed to before, when it kept the clone on their back) and clone will be deleted.

@LinkIsGrim LinkIsGrim added the kind/enhancement Release Notes: **IMPROVED:** label Jul 24, 2023
@LinkIsGrim LinkIsGrim added this to the 3.16.1 milestone Sep 6, 2023
@PabstMirror PabstMirror modified the milestones: 3.16.1, Ongoing Oct 18, 2023
LinkIsGrim
LinkIsGrim previously approved these changes Jan 7, 2024
Copy link
Contributor

@LinkIsGrim LinkIsGrim left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

No issues observed when testing with a small player count (8 players). Code LGTM.

We'll never get full scale testing done, banana principle it is IMO.

johnb432 and others added 3 commits February 2, 2024 10:47
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
@jonpas jonpas modified the milestones: 3.17.0, 3.16.4 Feb 28, 2024
@LinkIsGrim
Copy link
Contributor

According to @BrettMayson

and yeah the carrying is still a little too buggy
at least a third of the time they snap back after being dropped

I think we'll have to concede defeat to the engine on this one.

@johnb432
Copy link
Contributor Author

According to @BrettMayson

and yeah the carrying is still a little too buggy
at least a third of the time they snap back after being dropped

I think we'll have to concede defeat to the engine on this one.

If it's the carrying that's causing the issue, then I'd say we drop that (pun not intended), but keep dragging - unless both are problematic. If so, then I agree and we'll need to put this PR down.

@BrettMayson
Copy link
Member

I didn't mean the carrying is buggy while dragging is not, both have the problem

@Drofseh
Copy link
Contributor

Drofseh commented Feb 29, 2024

Could we add it but disabled by default,with a tooltip warning saying it's buggy?

@rautamiekka
Copy link
Contributor

Could we add it but disabled by default,with a totip warning saying it's buggy?

Would be sufficient if the feature itself otherwise works, better than nothing that way.

@jonpas
Copy link
Member

jonpas commented Feb 29, 2024

If it is 1 out of 3 times bugged as @BrettMayson put it, then it should not be in core ACE3. It can be an optional component like ace_particles though.

@Drofseh
Copy link
Contributor

Drofseh commented Feb 29, 2024

If it is 1 out of 3 times bugged as @BrettMayson put it, then it should not be in core ACE3. It can be an optional component like ace_particles though.

having it the optionals would be ok with me!

@BrettMayson
Copy link
Member

It would be neat if we could just get someone to look at this on the engine side and see if it could be implemented...

When it does work, we really love it

@LinkIsGrim
Copy link
Contributor

Back to ongoing this goes

@LinkIsGrim LinkIsGrim modified the milestones: 3.17.0, Ongoing Mar 3, 2024
@johnb432
Copy link
Contributor Author

johnb432 commented Apr 9, 2024

@BrettMayson Can you this test again? I tested this version on a dedicated server and found it worked.

@Dystopian
Copy link
Contributor

I did some tests on dedicated and didn't see any bugs.

@johnb432
Copy link
Contributor Author

I did some tests on dedicated and didn't see any bugs.

I actually found some weird behaviour, which I forgot to report here:
When JIP, it seems to act weirdly when you try to walk over bodies, as if the body was standing up or had some collision at least (when it usually doesn't). I had enhanced movement enabled, as well as many other mods, so idk how that affects that.
It's not game breaking, but it's annoying.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
kind/enhancement Release Notes: **IMPROVED:** status/needs-testing
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

9 participants