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View Full Version : [TEC] Waypoint speeds vs individual unit speeds.


tater
06-19-07, 06:40 PM
OK, so I forgot to mess with a random group here and there. Every time I hit a layer again, I check.

So I have a zig-zagged TF, and instead of changing the generic tanker to a modern tanker or deleting it, i forgot it.

I ran the zig-zag code on it, which also was set to randomize speeds. Now the speeds are greater than the TF can do with certain ships.

Anyone know what this will do?

Say you have warships that'll do 28 knots with a liner that does 21. If you set the waypoint to 25, will they stick with the liner at 21, then accelerate if the slow ship is sunk?

Jace11
06-19-07, 07:26 PM
right, i think the task force will be fine moving at those speeds until it is rendered in 3D..

then the slow ships will lag, and will keep lagging till the player moves from 3d rendering range, then i think they will magically rejoin the TF..!!

The game operates in two ways... the layers run just like the mission editor simulation mode... until the player gets with range of them.

The 3d render range is about 32k I think, inside this range the random groups are converted to 3d models etc, take damage and use AI... once out they return to diamonds on the mission editor...

that is how i understand it anyway

tater
06-20-07, 12:20 AM
Interesting.