If I use the editor and put a player unit on the edge of a judge it will cause the unit to spawn under the dock and be stuck there.
Description
Details
- Legacy ID
- 476544299
- Severity
- None
- Resolution
- Duplicate
- Reproducibility
- Always
- Category
- Editor
- create a unit at position X: 1998.33 Y: 5290.82
- preview mission and you will be underwater instead of on the edge of the dock.
Event Timeline
The units, when you place them start out with their elevation at "0" meters, which is the ground beneath the dock.
There is a little box in the edit unit menu, where you can set the elevation. If you set it to "3" there, at the position you mention, the unit will be on the dock itself instead of the ground at "0" elevation.
I suppose you weren't aware of the elevation input box?
I'm aware of the elevation input however it makes a confusing situation where it seems non-player units don't suffer from this bug.
The elevation setting should really take on what the 'ground' is; in this case it should presumably be the dock itself rather than the ground underneath (I cannot fathom any possible use for the ground underneath).
I can't confirm or agree with that. I just tried it out and it planted me and the AI below the docks (http://i.imgur.com/zfF3GI9.jpg).
The reasoning and cause of this is simple. "Zero height" is either on land the point where ground is, or over water, surface of the water.
If the editor placed units behaved like before when we had no elevation input and had to resort to setPosATL-ing stuff, you'd end up with more confusion than this logical approach.
For example, placing a unit in the editor on a building would result in that unit being on the roof, but the elevation states that height is 0. Now imagine the mess trying to place the units on all kinds of floors in that building.
The way it is now, you can assume that 0 means right on the terrain or on the surface of the water instead of having to figure out what the engine assumes to be 0. It's the same effect as setPosATL-ing the unit to 0 in Arma 2.