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Search found 104 matches: crushStrength

Searched query: +crushStrength

by Forboding Angel
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, ...
by DmitryProfessional
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 ...
by eronoobos
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 ...
by Forboding Angel
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 ...
by Silentwings
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 ...
by nightovizard
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 ...
by Jools
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,
by Forboding Angel
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.
by knorke
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,
by Silentwings
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?
by Forboding Angel
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 ...
by PicassoCT
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.
by zwzsg
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.
by zwzsg
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!
by zwzsg
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.
by FLOZi
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 ...
by knorke
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.
by zwzsg
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

knorke wrote: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.
by knorke
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 ...
by Thor
29 May 2011, 20:44
Forum: NOTA
Topic: NOTA 1.82
Replies: 1422
Views: 611413

Re: NOTA 1.66

Thanks knorke. I'll try setting the crushstrength higher then.

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