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What steps will reproduce the problem?1.Fly a craft into a faction2.You cannot re-pilot the ship
What is the expected output? What do you see instead?ACC should stop you before you get too close to the faction so you can turn around and go back the way you came.
What version of the product are you using?Latest
Do you have an error log of what happened?No errors
Please provide any additional information below.I am on 1.4.7R1
Here is my ACC config:debug: truesafetyzone: 10factions: PlayerFactionOK: true AllAllowed: false AlliedFactionOK: true AllowedFactionIds: - 0
Here is my autocraft aircraft config:MAX_BLOCKS: 100MIN_BLOCKS: 20MAX_SHIP_DIMENSIONS: 10MAIN_TYPE: 35MOVE_SPEED: 10DROPS_NAPALM: trueDROPS_BOMB: trueFIRES_TNT: trueFIRES_TORPEDO: trueMAX_CANNON_LENGTH: 3MAX_NUMBER_OF_CANNONS: 4CANNON_MATERIAL: 42ALLOWED_BLOCKS:- 5- 20- 25- 46- 47- 49- 58- 17- 35- 54- 130- 145- 134- 135- 136- 85- 69- 76- 75- 89- 88- 87- 86- 101- 102- 84- 65- 139- 53IGNORE_ATTACHMENTS: falseFAST_FLY_AT_SIZE: 200
Thank you!Red
This problem is known and will probably not be fixed for one reason:
Doing a proximity check would make the checking routine much more time consuming and put more burden on the server. A workaround is to move the pilot to a more distant part of the ship, re-pilot and fly away.
I am not very happy about this and might re-think the issue, but initially I decided not to implement this kind of warning to keep the plugin lean and fast.
@McYorlik: Go
Would it be possible to add a chat warning when you are near the zone but not too close? That way you could turn around before it was too late? It would use the same system you have now just with a different end result. It shouldn't add a notable amount of time because you already checked and saved the location of the ship its just one more if == getting close check before the if = too close -> disable ship check.
Thanks Red
@McYorlik: Go It does not seem possible to move some stuck ships after they get "Stuck".
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