Search found 104 matches: crushStrength
Searched query: +crushStrength
- 01 May 2021, 23:20
- Forum: Game Development
- Topic: should we be using QTPFS?
- Replies: 5
- Views: 40646
Re: should we be using QTPFS?
... 1, } local moveDefs = { --Hover-- HOVERTANK2 = { footprintx=2, footprintz=2, maxslope=30, maxwaterdepth=10, maxwaterslope=255, badwaterslope=255, crushstrength=20, depthModParams = genericDepthmodParams, minwaterdepth=10, heatmod=unitHeat, slopemod=4, allowRawMovement=true, flowMapping=flowMappingToggle, ...
- 17 Nov 2019, 19:06
- Forum: Game Development
- Topic: Units descend TOO fast
- Replies: 11
- Views: 20375
Re: Units descend TOO fast
Like this: { name = "smallbot", crushstrength = 5, footprintx = 2, footprintz = 2, maxslope = 38, slopemod = 8, maxwaterdepth = 22, depthModParams = { minHeight = 4, linearCoeff = 0.03, maxValue = 0.7, }, }, ... for i = 1,#MoveDefs do ...
- 18 Mar 2016, 10:44
- Forum: Game Development
- Topic: land ships
- Replies: 6
- Views: 2237
land ships
... = true, -- initCloaked = true, customParams = { ignoreplacementrestriction = true, }, }, and movement class UNDERSAND = { speedmodclass = 3, crushstrength = 0, footprintx = 1, footprintz = 1, maxslope = 90, maxwaterslope = 90, minwaterdepth = -9999, avoidmobilesonpath = false, }, it can't ...
- 17 Mar 2016, 00:59
- Forum: Help & Bugs
- Topic: Slopemod 0 causes unit won't move except in little baby steps
- Replies: 3
- Views: 1219
Slopemod 0 causes unit won't move except in little baby steps
HOVERTANK3 = { footprintx=3, footprintz=3, maxslope=26, maxwaterdepth=10, maxwaterslope=255, badwaterslope=255, crushstrength=20, depthModParams = { minHeight = 0, maxHeight = 5000, maxScale = 1.1, quadraticCoeff = 0.3, linearCoeff = 0.3, -- deprecates "depthMod" constantCoeff ...
- 04 Jul 2015, 01:52
- Forum: Balanced Annihilation
- Topic: BA PR: New feature - Selectable small wreck blocking
- Replies: 3
- Views: 1074
Re: BA PR: New feature - Selectable small wreck blocking
... blocked by unit wrecks (although I faintly remember it did happen 5+ years ago). Wrecks are crushable and most large units have sufficient crushstrength to crush small wrecks by just walking over them. edit: for example, http://springfiles.com/spring/spring-maps/sacrificev1 and http://springfiles.com/spring/spring-maps/throne-2 ...
- 19 May 2014, 18:55
- Forum: Game Development
- Topic: Factory not showing icons for vehicle production
- Replies: 35
- Views: 6724
Re: Factory not showing icons for vehicle production
... (body, SFX.SHATTER) end movedef it uses: { name = "Ship10x10", footprintX = 10, maxWaterDepth = 9999, minWaterDepth = 10, maxSlope = 20, crushStrength = 25, floater = true, waterline = 10, }, I already have a submarine and amphibious vehicle working. So now I only have to figure out how ...
- 19 Mar 2014, 23:28
- Forum: Game Development
- Topic: How to change movedef on the fly?
- Replies: 21
- Views: 1721
Re: How to change movedef on the fly?
... { name = "HOVER2", footprintX = 2, footprintZ = 2, maxSlope = 21.0, slopeMod = (enableSlopeMods and EngineDefaultSlopeMod(21.0)) or 0.0, crushStrength = 10.0,
- 11 Dec 2013, 10:49
- Forum: Game Development
- Topic: unit crushing unit: works in 94.1, does not work in 95
- Replies: 3
- Views: 752
Re: unit crushing unit: works in 94.1, does not work in 95
IIRC crushstrength needs to be higher than maxdamage.
- 11 Dec 2013, 10:31
- Forum: Game Development
- Topic: unit crushing unit: works in 94.1, does not work in 95
- Replies: 3
- Views: 752
unit crushing unit: works in 94.1, does not work in 95
... Spring.SetUnitBlocking (unitID, true, true, true) --crushable! unitdef: crushResistance = 5, mass=5, end For the buildervehicle: (crusher) crushStrength = 100, in its movedef mass=1000,
- 21 Jun 2013, 19:42
- Forum: Balanced Annihilation
- Topic: why t3 can't pass dragons teeth?
- Replies: 7
- Views: 1752
Re: why t3 can't pass dragons teeth?
Bug. T3 have a moveclass which gives a crushstrength that should be enough to pass T1 dragons teeth, so I suspect a change/bug in engine has caused it. Put it onto trac?
- 02 Mar 2012, 13:54
- Forum: Engine
- Topic: My amphibious units are afraid of water! IN 86!
- Replies: 15
- Views: 1197
Re: My amphibious units are afraid of water! IN 86!
... tell me why spring crashes with: TANK2 = { footprintx=2, footprintz=2, maxslope=28, maxwaterdepth=5000, maxwaterslope=255, badwaterslope=255, crushstrength=20, heatproduced=20, heatmapping=0, depthModParams = { minHeight = 0, maxHeight = 5000, maxScale = 0.3, quadraticCoeff = 0.3, linearCoeff ...
- 15 Dec 2011, 22:20
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
yeah, but crushstrength has this wordMazeSon qualitys, that maxdamage posseses. The Foo is strong in this one.
- 15 Dec 2011, 21:47
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
I like crushResistance which makes it clear it's the complementary opposite of crushStrength.
minCrushStrength is not only too long but sounds like it plays the same role of crushStrength in absence of crushStrength or something.
minCrushStrength is not only too long but sounds like it plays the same role of crushStrength in absence of crushStrength or something.
- 15 Dec 2011, 20:16
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
... a movementdef tag that do opposite things? How much you resist to crushing vs how much you crush? No wonder I got confused! Please rename that new crushStrength into crushResistance!
- 14 Dec 2011, 04:10
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
http://springrts.com/phpbb/search.php?k ... shStrength
The earlist mention of crushStrength is from 2005.
The earlist mention of crushStrength is from 2005.
- 14 Dec 2011, 00:20
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
new tag "crushStrength" which defaults to mass New? Really? I recall it being added years ago, to crush features, especially wreckages. Also, beware, it belongs to the movement class and not the unit def. Look at commit ...
- 13 Dec 2011, 19:30
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
unit.cpp:
+ crushStrength = udTable.GetFloat("crushStrength", mass);
but did not look closer, i just posted while game was loading. (from iphone)
so possible non-sense.
+ crushStrength = udTable.GetFloat("crushStrength", mass);
but did not look closer, i just posted while game was loading. (from iphone)
so possible non-sense.
- 13 Dec 2011, 19:12
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
New? Really? I recall it being added years ago, to crush features, especially wreckages. Also, beware, it belongs to the movement class and not the unit def.knorke wrote:new tag "crushStrength" which defaults to mass
- 13 Dec 2011, 18:02
- Forum: Game Development
- Topic: saw a commit about crushable units
- Replies: 22
- Views: 2734
Re: saw a commit about crushable units
... two units of the same type crush each other and both get crushed? --- just collecting links to related commits for later reference: new tag "crushStrength" which defaults to mass: https://github.com/spring/spring/commit/5302fe52230ea5c8bc187f3da71a30231cde368e modrules to crush allied ...
Re: NOTA 1.66
Thanks knorke. I'll try setting the crushstrength higher then.