Author Topic: Disappearing Wreckage  (Read 2356 times)

Offline Flashy

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Disappearing Wreckage
« on: July 06, 2010, 09:40:26 AM »
I wanted to see what happens if you create a wreckage and set the celltype on it to cellDozedArea. The wreckage disappeared. Doing this is possible in an endless loop. Does anyone know what exactly a wreckage is? is it a celltype? a tile? a unit? and why did it disappear?
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Offline evecolonycamander

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Disappearing Wreckage
« Reply #1 on: July 06, 2010, 10:20:52 AM »
if i remember correctly it is a giga(last option in the mapper for unit placement) unit. so as a result it would fall in to the same category as mines and fumaroles



sorry if i misspelled anything. spell check is not recognizing the words that i know are incorrect
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Offline Moley

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Disappearing Wreckage
« Reply #2 on: July 06, 2010, 10:50:58 AM »
one: I didn't see any spelling problems... not saying much but...
Two: the "Wreckage" is a cell type... i don't know witch one... as it the "North Cliff"
Three: the actual picture is a mask(?) that you put down on the map... like the PICTURE of the cliff
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Offline Sirbomber

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Disappearing Wreckage
« Reply #3 on: July 06, 2010, 11:29:46 AM »
Are we talking about wreckage tiles placed on the map, or the wreckage flag that marks where you need to bring a Cargo Truck to?

ECC:  You're thinking of "Gaia" not "Giga".

Moley: You really don't understand how maps work, do you?
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Offline Flashy

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Disappearing Wreckage
« Reply #4 on: July 06, 2010, 11:40:37 AM »
We're talking about whatever TethysGame::CreateWreck creates. The thing that gets deleted(?) when the celltype is set to cellDozedArea
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Offline Hooman

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Disappearing Wreckage
« Reply #5 on: July 07, 2010, 01:34:31 AM »
Wreckage is a unit. Creating wreckage should not (as far as I can tell) change the cell type of the tile where it is placed. The code that detects wreckage, as far as I remember it, has a bug in it where it can fail to detect the wreckage unit depending on the cell type.

So changing the cell type doesn't delete the wreckage, it just makes it invisible due to the detection bug. You can probably set it just once, either before or after placing the wreckage to hide it (or reveal it).
 

Offline Flashy

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Disappearing Wreckage
« Reply #6 on: July 07, 2010, 06:07:37 AM »
Is it possible that creating a wreckage over another wreckage deletes the old one? Because after 500 marks of createwreckage and setcelltype in aiproc, the game still didn't crash, but the "wrechage discovered!2 messages got annoying.
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Offline Sirbomber

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Disappearing Wreckage
« Reply #7 on: July 07, 2010, 06:37:49 AM »
Why don't you find out for yourself?  Bring a few Cargo Trucks to the location and see what happens.
« Last Edit: July 07, 2010, 06:38:04 AM by Sirbomber »
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Offline Flashy

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Disappearing Wreckage
« Reply #8 on: July 07, 2010, 06:43:25 AM »
Nothing happens if they're there before the new wreckage gets created. when the second wreckage is created, they can load it.
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Offline Moley

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Disappearing Wreckage
« Reply #9 on: July 07, 2010, 08:34:31 AM »
to defend myself...
i know how maps work, i just haven't used wreckage, so in my futile attempt to help him/her solve his/her own problem, i just put out what i though i knew...
I HATE SPELLING!!!!!!
if i spell something or screw up grammer,
ignore it or tell me if you dont understand what i typed.

Offline Sirbomber

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Disappearing Wreckage
« Reply #10 on: July 07, 2010, 08:39:28 AM »
It wasn't so much that you weren't helpful so much as... Well, maps are made up of tiles, not "pictures".  To hear you talk about "wreckage pictures" and "cliff pictures" was somehow painful.
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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