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Stationary jump types should not try to avoid collision #6738
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Stationary jump types should not try to avoid collision #6738
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Oh nice! Does this mean that if a collision is detected in the hyperspace path long check, then it will try and go around? Quick question, would it be possible to put the hyperspace jump style check behind a scripting flag (or an AI flag)? There are sometimes in FotG we want something to try and hyper out even if a ship is in the way :D Currently we have a script that does the actual checking logic, then tells the ship to jump if the ray check clears or tells the ship to jump in special situations even when another ship is in the way. |
If fotg is relying on that check basically not working at all then, perhaps it should simply be removed? |
BtA also uses the hyperspace jump type and I'd be curious if the new additional check might cause jump failures where previously that wasn't a concern? |
The jump wouldn't fail the ship would just turn to try and find a clear vector but either way, if mods are relying on this check not working (which I have now confirmed it is not) then I'm going to remove it unless anyone else disagrees. After discussing a bit more with wookiee we decided it would be better to keep FotG's current script implementation, rather than restore and toggle the engine's implementation of this kind of behavior. Something like it and more configurable could always be implemented in-engine later. |
Ah that sounds good to me. Thanks for clarifying. 👍 |
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Straightforward and good clean-up
A.k.a. homeworld-style jumps, bsg-style jumps, etc. They do not need to move, so there is no need to try and avoid any collisions.
Also rearranges the star wars hypserspace collision check (previously, if the 'short distance' check succeeded, then it would've skipped the 'long distance' check for hyperspace).Since this check did not work, and some mods may be relying on it not working, we've opted to simply remove it.