Planned Restore Astronaut gravity and relative position to entered entity on exit

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    This is a bit of an annoyance, and can cause problems when existing a ship that is traveling. If your astronaut is under the effect of gravity when entering an entity, then that effect should be remembered, along with the astronaut's relative position to that entity. When the player exist the entity (either by pressing 'R', or logging out) the player's relative position and gravity effect should be restored. This will stop cases of exiting a ship's core or a computer, and then finding your character spawning on top of your ship, or below it. Also, if your ship is moving, it will prevent your astronaut from being flung around inside the ship. (The astronaut should exit a core traveling at the same speed as the entered entity anyway).

    This will make it possible and safe for multiple players to enter the same ship and wander around while it's moving, then log out and log back into the game and not wake up to any surprises. This will make larger ships more piratical for use by more than one player.

    In the case the entered entity is destroyed, the logged out players attached to the entity should be killed with it.

    I'd also like to point out, this is pretty much a mandatory feature if we ever want to have astronaut-based assaults on bases or planets... which also means astronauts tied to a ship should also be cloaked with that ship (yet the ship not appear cloaked to them until they exist the entity--you had better remember where you parked buddy! :P).

    I'd love to see in the future gravity automatically affecting a player when they cross a threshold or door. I've tried this with logic, but area-effect logic in this case is troublesome, esp when a 2x2 area is needed for an astronaut to pass through regardless of how they are oriented.
     
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    With the logged out players dying when the ship is destroyed, would they spawn and die, or just spawn on their undeathinators?
     
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    With the logged out players dying when the ship is destroyed, would they spawn and die, or just spawn on their undeathinators?
    They should end up at their undeathinators.... stranding a logged out player in the middle of space would be a crappy thing to log in and find out. Besides, if your ship blows up, it makes sense you would too.
     
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    They should end up at their undeathinators.... stranding a logged out player in the middle of space would be a crappy thing to log in and find out. Besides, if your ship blows up, it makes sense you would too.
    I'm fine with being at their undeathinators, its weather or not they 'die' for purposes of dropped credits, faction points, and, on some servers, items. I personally recommend they just spawn on undeathinator, no death, as otherwise it would be penalizing people for letting others pilot their ship, or not being around to actually drive it, especially people who fly fighters or other, lower-shielded ships
     
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    In any case.. this *really* needs to be added to the game. It's not hard for the dev's to do. It's really not cool to have the server lag out, then reconnect, to find that you're now separated from your ship by 10km.

    All they have to do is add a few lines of code to remember where an astronaut was in relation to the entity's core, and that's it. Done. They could do this in 10-30 minutes, and have it fully tested within a hour or two. It is a serious issue, esp. when the server laggs out and players have to disconnect/reconnect.
     

    Valiant70

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    In any case.. this *really* needs to be added to the game. It's not hard for the dev's to do. It's really not cool to have the server lag out, then reconnect, to find that you're now separated from your ship by 10km.

    All they have to do is add a few lines of code to remember where an astronaut was in relation to the entity's core, and that's it. Done. They could do this in 10-30 minutes, and have it fully tested within a hour or two. It is a serious issue, esp. when the server laggs out and players have to disconnect/reconnect.
    That might be, or you could be totally wrong and it could take several hours of work or more depending on what's tied into what in the game's code.
     
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    Actually, it is that easy. Associate the entity with the astronaut (which already happens). Store the astronaut’s delta position from the entity's center, along with orientation and a flag if the astronaut is under the effect of gravity. Then restore on respawn or explicitly exiting the entity. It's really not that complicated at all, and a lot of the objects involved are accessed anyway when entering an entity anyway. Just a few extra steps need to be inserted.