I change this:
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local weaponVelocity = wd.maxVelocity
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local weaponVelocity = wd.projectilespeed
Anyone feel like explaining to me why projectilespeed is returning zero?
Moderator: Moderators
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local weaponVelocity = wd.maxVelocity
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local weaponVelocity = wd.projectilespeed
Edit: Also, I didn't realize you were answering my question.local weaponVelocity = `projectilespeed * Game.gameSpeed`
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--
-- because the way lua access to unitdefs and weapondefs is setup is insane
--
for _, weaponDef in pairs(WeaponDefs) do
if not weaponDef.customparams then
weaponDef.customparams = {}
end
if weaponDef.mygravity then
weaponDef.customparams.mygravity = weaponDef.mygravity -- For attack AOE widget
end
if weaponDef.weaponvelocity then
weaponDef.customparams.weaponvelocity = weaponDef.weaponvelocity -- For attack AOE widget
end
end
input != output (e.g. here weaponvelocity gets `processed` by the engine)Google_Frog wrote:...
Not that I expect your mind to be capable of expanding enough to comprehend them, but the reasons (which I am not under any circumstance obligated to provide) behind this change are:changelog wrote: remove the following Lua consts: wdef[id].areaOfEffect, wdef[id].maxVelocity & wdef[id].onlyTargetCategories
) because it happened to be IDENTICAL to wdef[id].projectileSpeed * 30 and thus also redundanthttp://pastebin.com/8gwtpnaM wrote:<[LCC]jK> [removal of onlyTargetCategories] is the only change of those 3 that makes sense
Feel better now?Kloot wrote:Stuff
Those are not orthogonal concepts. More transparency (in the form of less duplication, etc.) also makes code easier to maintain, which is a _huge_ problem in Spring. A problem that apparently only I am seeing.Essentially the argument is maintainability vs. transparency, as I see it?
www.peaholmquist.com/bullshit/images/bullshit_pile.jpgI was attempting to not call you out on it personally
You might have come to depend on them, but necessary they sure ain't.Convenience fields are quite necessary
Because 1) even if I would like to, consulting with every gamedev about every insignificant little planned change beforehand is impractical and 2) most either follow development (and spread any news on that front faster than I could) or read the changelog and know what to do without having it spelled out for them.Kloot, you make these changes without talking to any of the other devs, without consulting gamedevs
jK wrote all the code for the new loading screen, I NEVER EVEN TOUCHED IT. But whatever, please don't bother to check your facts so you can embarrass yourself further.How about the loading screen changes? You totally fucked over my evo loadscreens
Maybe if you can't figure something out you should just ask and be done in 10 minutes, or is that too hard for you?Personally, I am getting sick and fucking tired of spending 5 or 6 hours of my day, fixing shit that the engine devs broke
Forum post in game dev forum. Problem solved. It isn't hard, and as long as we know it's coming. The problem is, generally we find out too late and get stuck scrambling to fix shit.kloot wrote:Because 1) even if I would like to, consulting with every gamedev about every insignificant little planned change beforehand is impractical and 2) most either follow development (and spread any news on that front faster than I could) or read the changelog and know what to do without having it spelled out for them.
Generally takes a lot longer than 10 minutes to get a response. Sometimes I get lucky.Kloot wrote: Maybe if you can't figure something out you should just ask and be done in 10 minutes, or is that too hard for you?