Seperate weapons for high/low trajectory - Page 2

Seperate weapons for high/low trajectory

Requests for features in the spring code.

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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

I think that applies to anything smaller than a mouse.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

*me is tempted to drop a mouse out of his bedroom window to see if Bruce is correct*
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Re: Seperate weapons for high/low trajectory

Post by Noruas »

I know this is a major revive of this topic but is this relevant?

"Added per-weapon highTrajectory tag (int, default 2). It acts like the unit
tag, 0 is always low trajectory, 1 always high and 2 uses the unit's setting
(whether the unit uses a switch or fixed setting)."

per-Weapon Trajectory? How do i apply the trajectory to one weapon then? Whats the actual tag or did i misread this?
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Seperate weapons for high/low trajectory

Post by FLOZi »

That's from 0.77b1,b2 changelog.txt, for those who want to know.

It's a weapondef tag:

https://github.com/spring/spring/blob/m ... er.cpp#L94
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