Started by Roolo, December 01, 2017, 04:46:29 AM
Quote from: henk on March 07, 2019, 09:23:08 PMI found a bug in Giddy-up! Ride and Roll.-> Using Giddy-up! Ride and Roll v.1.1.1 (Jan 22, 2019) and Giddy-up! Core v.1.1.4 (Mar 2, 2019).I give you two examples to make it clear:[...]
Quote1. Fixing machines with components:
Quote from: Roolo on March 12, 2019, 11:20:27 AM1. Fixing machines with components:This results in Giddy-up sending the pawn to the wrong target.This problem used to be present with a lot of jobs, and I had to manually fix it for different jobs. There's no way to automatically detect which target is the first target, so I have to manually make exceptions of each job that doesn't have TargetA as first target, which I didn't do yet for the "repair machine" job.
Quote from: Roolo on March 12, 2019, 11:20:27 AM2. Hunting:Sure this isn't just vanilla behaviour? I've seen this happen in vanilla as well since B19.
Quote from: Roolo on March 13, 2019, 03:06:25 PMVanilla or not, it is still annoying, so I'll think of a fix (probably I'll just make another exception so the "ride to job" job doesn't go to the first job target for hunting, but to a cell with a minimum distance from the first target).
Quote from: henk on March 13, 2019, 03:12:14 PMI don't get it. Can't you just sort of copy paste the code from Vanilla? Why is this not possible? With or without pet riding doesn't make a lot of difference, does it? There would be no need for more exceptions in your code.
Quote from: Roolo on March 13, 2019, 03:42:26 PMThat wouldn't work. Take in mind that for any Ride and Roll job, a "ride to job" job is issued first for various reasons, before the actual job is started.[...] But either way, an exception is needed.
Quote from: henk on March 13, 2019, 03:48:27 PMQuote from: Roolo on March 13, 2019, 03:42:26 PMThat wouldn't work. Take in mind that for any Ride and Roll job, a "ride to job" job is issued first for various reasons, before the actual job is started.[...] But either way, an exception is needed.Yes, that is how it works now (with your code). But couldn't you have it coded another way?Like this:TargetA -> Go to animal and get on its back -> Command finished (no further commands, targets or whatever).From there on the normal Vanilla commands start / take effect. With all their exceptions and targets as we mentioned above.So it is just a normal pawn (riding an animal) doing his jobs. With exceptions for 'no riding zones' of course.So instead of having one huge string of commands at once you split them completly. One command is to ride an animal. Afterwards a whole other command starts.Or will this lead to problems because the pawn is now strapped to an animal? xD
Quote from: Roolo on March 13, 2019, 04:21:02 PMTrust me, I've thought this through. Take in mind that many jobs shouldn't be performed on a mount, but even for those jobs, you want the pawn to ride to the job. With your approach, pawns would end up in bed with their mount, they'd perform surgery on their mount etc. etc.
Quote from: Roolo on March 13, 2019, 04:21:02 PMAnyhow, please take in mind I spent countless hours on developing this mod, and I made decisions for reasons that might be hard to follow if you're not familiar with the code.
Quote from: henk on March 13, 2019, 04:30:16 PMNo, they wouldn't. Because jobs like sleeping, surgery, etc. would be within the requirements in No. 1 and 2 (edited part in thread above).[Exception]If job = surgery, sleeping etc. -> only ride to job location and get off animal before doing actual Vanilla task No. 1 (=surgery, sleeping) again. (step No. 3 as above)[/Exception]
<li Class="GiddyUpCore.CompProperties_Mount"> <drawFront>true</drawFront> </li>
Quote from: SargBjornson on April 01, 2019, 12:46:47 PMHi Roolo! I was adding some new saddles, this time to Alpha Animals, and I noticed thatCode Select Expand<li Class="GiddyUpCore.CompProperties_Mount"> <drawFront>true</drawFront> </li>Seems to not be working. Because what it should do is draw the mount in top of the rider, right? I was trying to use it for the Meadow Aves, which are like ostriches, so their neck should draw on top when facing south
Quote from: SargBjornson on April 02, 2019, 04:20:13 AMYeah, problem though, the Meadow Aves use the Animal MultiSkin DLL, which was coded by the guys behind Animal Collab Project, so if I create, say, a blue skinned overlay it will look terrible on a pink Meadow Ave Perhaps this DLL is too what is causing the drawFront not to work...Damn, can't see a way around it!