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Ghost Unit -- PLUGIN

Posted: Sun Jan 09, 2011 5:19 pm
by Merr
Pip,

Remember awhile back, whilst messing with the PLUGIN, I mentioned the invisible unit (active but invisible)... I'm still seeing this (on occassion) and I'll post screenshots and see if it can be saved.

Now, the interesting part is that there's another instance that closely duplicates the invisible unit ... I'll explain.

First, when using the PLUGIN (RE), it appears to generate(perhaps duplicate) this unit at the same relative x/y position as the normal units... meaning, it's offset at the same position. The unit can be quickly identified if the duplicate is a vehicle ... you can see the exhaust animation pumping out in the FOW. Now, if I move a unit to reveal the LOS (or FOW), it will stop pumping out the exhaust and will no longer be there, and not a problem.

Ok, now for the second instance that can be duplicated easily .... You know when you're in the Editor and can "stack" units onto the same tile ... Not recommended, yeah (when not a transport, or 2+ in a transport) ... but the effect appears to be the same ... In the game, if you kill the original unit, the stacked unit will shoot at you, but not be there in reality.

So, my uneducated theory (for now) ... Perhaps the PLUGIN is stacking units when building the list ?? Although your script is removing them, in reality, they sometimes remain (in memory?) ... or shall I say, the units are only there "In Spirit" :wink: ... yeah, call them Ghost Units.

Anyway ... when I get a good screen shot or a save I'll update this post.

Thanks.
Merr

Posted: Sun Jan 09, 2011 7:55 pm
by pipfromslitherine
Hmmm - it's possible that the script isn't dealing correctly with loaded units (although I am pretty sure that I tested it with this specifically, Iain didn't like using loaded units because they came somewhat for free).

The exhaust showing on units that aren't there any more should have been fixed ages ago - although it is data driven - caused by playing an animation on a different unit which doesn't have the actual points to play it.

I'll double check - thanks for the info :)

Cheers

Pip

Posted: Sun Jan 09, 2011 8:28 pm
by Merr
pipfromslitherine wrote:Hmmm - it's possible that the script isn't dealing correctly with loaded units (although I am pretty sure that I tested it with this specifically, Iain didn't like using loaded units because they came somewhat for free).
Hmmm ... as a matter of fact ... the Team that I recently saw this on, for the RE plugin, did have loaded infantry on trucks ... created a ghost unit as a result... ghost with exhaust.
The exhaust showing on units that aren't there any more should have been fixed ages ago - although it is data driven - caused by playing an animation on a different unit which doesn't have the actual points to play it.
Hmm, then perhaps the ghosts are from specific units? BTW, speaking of trucks(slightly off topic) ... there's no BOOM sound when they are destroyed ... at least I'm not hearing it.
I'll double check - thanks for the info :)
I don't mean to distract you ... My thought process revolved on "If I can't capture a saved turn ... then at least some debug might be able to catch something with similiar characteristic via the Editor Unit stack (when units aren't stacked on transports, but onto themselves)".

Glad to help ... :)

Posted: Sun Jan 09, 2011 8:37 pm
by Merr
Pip,

I want to be clear about this ... The ghosts appear when using the RE Plugin ... I haven't totally reversed engineered your script, so, perhaps something in that script is now generating the old, ugly gremlin.

Thanks for your support! .... No worries, if it's just the plugin, well ... I figure it's still new ... so whenever you get to upgrading the plugin (and when it's more popular) then, yeah, you know.

merr

Posted: Mon Jan 10, 2011 6:16 pm
by pipfromslitherine
Just to be entirely clear, which plugin do you mean when you say RE? Best to avoid any miscommunications :)

Cheers

Pip

Posted: Tue Jan 11, 2011 4:03 am
by Merr
pipfromslitherine wrote:Just to be entirely clear, which plugin do you mean when you say RE? Best to avoid any miscommunications :)

Cheers

Pip
:lol: ... we need to be clear about being clearer on our clearances ....

I'm using both the RE (random enemy) and the VP plugin's, which, on occasion, generates the ghost unit.