Author Topic: GV spawn heading  (Read 1064 times)

Offline ccvi

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GV spawn heading
« on: October 12, 2017, 02:48:27 PM »
The GV spawn / entry-point heading determines with which N/S/W/E/... button it reached from the clip-board. It also determines the heading the vehicle is pointing to when spawning.

It would be nice if those two could be separated. e.g., spawning to the northern spawn point, but heading east on spawn (or anything that's not north).

Offline bustr

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Re: GV spawn heading
« Reply #1 on: October 12, 2017, 04:23:55 PM »
So you want a sub control to set the destination outcome other than the direction the terrain builder oriented the spawn object to correlate to the keypad for that vector. You get shot in the rear end at a spawn because someone knows how the spawn object works. Or is the real wish so you can set your direction for the hanger spawn and face 180 to shoot hanger campers.
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Offline ccvi

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Re: GV spawn heading
« Reply #2 on: October 12, 2017, 04:42:51 PM »
What you're suggesting is not a bad idea at all, like anything that reduces the ridiculous kind of gameplay consisting of spawn camping and vulching, so +1 on that. It's not my original wish though.

Spawn heading and buttons are both tied to .oba column 8. The terrain builder cannot choose a meaningful heading, unless giving up on meaningful button assignment, which causes usability issues.

Unless there's an option I've missed somewhere.

Offline Lyme

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Re: GV spawn heading
« Reply #3 on: October 12, 2017, 06:33:58 PM »
+1

And if I may piggyback...

Why do vehicles ONLY spawn out of VH 0 at V-Bases?  It doesn't matter if VH 0 is a pile of rubble and flames, if vehicles are enabled, that's where they are coming from.  I can't think of anything in the game the promotes camping as much as this!

Easy fix.  Make V Base hangar spawns selectable, OR random, and only allow vehicles to come out of non destroyed hangars.

You could also say the same for Bomber and Fighter Hangars on airfields.   :aok :aok :aok :aok :aok :aok

Offline Lusche

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Re: GV spawn heading
« Reply #4 on: October 12, 2017, 06:35:56 PM »
Easy fix.  Make V Base hangar spawns selectable, OR random,ok


I would really dig the random thing  :aok
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Offline bustr

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Re: GV spawn heading
« Reply #5 on: October 13, 2017, 03:38:50 PM »
The terrain builder cannot choose a meaningful heading, unless giving up on meaningful button assignment, which causes usability issues.

Unless there's an option I've missed somewhere.

Sorry, I can always pick a meaningful heading for the spawn object related to the numpad positions when I build a terrain. You are identifying a wish for a sub function in the game client that allows the GVer to choose what direction his gun will face after he hits the numpad direction. This in turn would allow rotating a tank 180 for the "H" key in the hanger to face a hanger spawn camper. The objects in the terrain editor respond to the client's code after the build. The oba file is just an object map flat file for the build.

As for allowing to choose your spawn hanger on a GV base, I'm not sure I've ever seen a reply from Hitech on that subject over the years. Unless there is an unintended consequence I can't see, it's kind of a neutral wish.
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This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline Kingpin

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Re: GV spawn heading
« Reply #6 on: October 13, 2017, 05:38:34 PM »

 :aok  +1 for choosing hangers at a V-base. 

They are even more easily camped in AHIII than in AHII.  I'd love to see the ability to spawn out of more than one hanger at a V-base.

Perhaps the center Hanger button could be split into 4 numbered boxes for each vehicle hanger?

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Offline ccvi

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Re: GV spawn heading
« Reply #7 on: October 13, 2017, 05:59:40 PM »
You are identifying a wish ...

No, that's just want you want to read. I have no idea why. But it did cause this thread to get hijacked. If you don't like an in-game option to select a heading, that's probably the opposite of what you intendend.

Nevertheless, I'll try to describe the problem to give you a chance to understand it. Spawn point somewhere north of the origin field. Terrain features suggest to place it somewhere east of the intended destination. Then, use the turny-thing to rotate it to point north (that's column 8, it's not displayed in the object properties, so it doesn't have a name I can refer to; also, I don't have a mouse). This yields a "N" button, and vehicles spawn heading north. That's usable to click, but requires to turn to get to the suggested destination. Alternatively, turn it to the east. Result is an "E" spawn button to spawn north, but vehicles appear with the intended heading.

There's a few spawn points in existing terrains where the negative side of this coupling can be observed. Usually the buttons are correct, and the heading inconvenient. To get a proper heading and button this should be decoupled.

Offline bustr

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Re: GV spawn heading
« Reply #8 on: October 13, 2017, 06:47:20 PM »
It's called Rotate_radians and stores the info from the rotate tool of an object's rotation orientation. You did not make a wish for the "terrain editor" so someone ended up on the hook to find out what you referred to. Condescension and all, which just about anyone would have incurred I suspect.

So instead of a client side function you want a secondary object function rotation for the rotation tool in the "terrain editor".

Wish: Hitech please add a secondary object rotation function to the object rotation tool in the terrain editor for entry points.

I've noticed over the years wishes usually work better getting his attention if they are in plain english even if he says no. And I can't even get a max range and max arc circle tool out of him for setting bah0 objects pointing at each other inside of 18 miles. The circle tool focused on that object works fine for a few, then turns into a white spiderweb of lines covering up the terrain, and no indication of the max ends of the barrel arc swing. You spend a lot of time back and forth into the terrain editor and client offline eyeballing the ends of the swing and where rounds at 18 miles will impact. Took me forever to do a bit over 170 of them recently.

Maybe I should asked him in your indirect style.....

bustr - POTW 1st Wing


This is like the old joke that voters are harsher to their beer brewer if he has an outage, than their politicians after raising their taxes. Death and taxes are certain but, fun and sex is only now.

Offline 1ijac

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Re: GV spawn heading
« Reply #9 on: October 22, 2017, 04:23:15 PM »
Actually, I understood what ccvi was wishing for in his first post.  What's with all the hostility?  He simply stated it would be nice if his wish was considered.  It may have to be just for the distant spawns and not in the hangers or choices different for hangers, because you could end up facing sideways in the hanger.  I like the option ccvi. 

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Offline 100Coogn

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Re: GV spawn heading
« Reply #10 on: October 22, 2017, 04:30:04 PM »
Actually, I understood what ccvi was wishing for in his first post.  What's with all the hostility?  He simply stated it would be nice if his wish was considered.  It may have to be just for the distant spawns and not in the hangers or choices different for hangers, because you could end up facing sideways in the hanger.  I like the option ccvi. 

one-eye

Well said Sir.   :salute

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