No, there's nothing exactly like you want. It can be done, though. It's just not a one-liner, easy solution. Hint: for a nearly-perfect solution, you have to use LUA. However, even the "hackish" stuff works fairly well, if you set it up as a conditional cascade.
In 76b1 the drawback is that it cannot be used without applying impulse, that's fixed in SVN. I think targetBorder should allow it to attack larger targets as well.
Probably the biggest problem with melee in Gundam is firearcs, a firearced unit has trouble getting the target in its cone of attack. IIRC when I tried it in Lolimod I came to the conclusion that melee weapons should not have a limited arc or the unit using them will be too slow to turn around.
EDIT: Grrr, it's completely broken in 76b1, targetBorder doesn't seem to do anything. I'm pretty sure it worked in the SVNs preceeding that version, WTF?
maybe there's an issue with cylinderTargeting, too? Those two (targetBorder and cylinderTargetting) should be all set on melee weapons and have sane values, but maybe some changes stopped it from assuming a correct value by default.
I've tested it with LaserCannons too, the unit tries to close in even though it's already in the hit sphere and it does not attack. I think it might be the unit itself deciding it's not close enough instead of the weapon.
I did some further testing with Lolimod, the weird thing is it works there, just when I try it with Gundam units (that I have modified to use targetborder) it fails. WTF?
While this is totally the wrong kind of place to suggest features like this - perhaps melee weapons could have a tag for "delay" that determines how long it takes between firing and impact, for the sake of simplicity.
Looking at melee in the nearish future. A few things I might do:
Unit stops in place does swing animation.. Rapid fires a weapon forward. Target get hit by weapon call... Chance to block if direction comes from front... If success target does block animation...
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
smoth wrote:
Unit stops in place does swing animation.. Rapid fires a weapon forward. Target get hit by weapon call... Chance to block if direction comes from front... If success target does block animation...
Yes, that would all work. Problem I found with short ranged "melee weapons" was that when in close distance (like it happens in melee combat) weapons refuse to fire sometimes. (also a problem with CT's mining if the weapon range is set too low) I think it has to do with hitvolumes intersecting or emit points being inside a hitvolume(?) Anyway, because I could I not get a weapon to reliably work at "in your face" distance, I made some script thing. Just a counter for reload/cooldown and then do AddUnitDamage (NearestTarget) ApplyImpulse (NearestTarget) which worked okay-ish. (some of the units in that lol-video with the "unit tentacles" are actually meeling each other using that system)
But I think best would be a gadget that keeps track of all melee units. ie their recharge, blocking status, and if a attack was blocked. The gadget would then deal out damage via AddUnitDamage() and use CallAsUnit() to notify units what animation to play (attack/block/hit)
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