2025-08-26 18:10 CEST

spring: develop a66d2524 Diff ] Back to Repository ]
Author Committer Branch Timestamp Parent
imbaczek imbaczek develop 2007-08-30 22:56:36 develop f9d461c4
Changeset - fix MAX_WORLD_SIZE definition (semicolon)
- fix several unit->unitDef->speed to use unit->maxSpeed instead, also changes the first set wanted max speed command to use speed ordered in set MAX_SPEED (fixes mantis 0000607)

Patch by KDR_11k (mantis 0000553):
- Weapons now use AimFromWeapon to determine the part to aim from, this prevents waggling and failing to aim at close ranges. Internally this means weaponMuzzlePos holds the position where projectiles get spawned, not weaponPos. To simulate the old behaviour make AimFromWeapon return the same piece as QueryWeapon does.
- Melee weapon now reports a proper angle to AimWeapon.
- Added fixedLauncher tag (bool) for missiles, starburst missiles and torpedoes, this makes the projectile spawn with the orientation of the shooting piece instead of their normal orientation. The weapon will not properly check if allies are in the way so make sure you align the launchers in a way that won't hammer right into your own forces and perhaps use collideFriendly=0. FixedLauncher conflicts with trajectoryHeight and IMO combining them is pointless anyway so don't use both on a weapon.
- Made starburst missiles obey startvelocity and weaponacceleration, if your mod set them to something silly because they didn't do anything before you'll have to adjust.
- Added projectiles tag (int), each time a weapon fires this many projectiles are spawned (on the same frame). Make sure you put them on different trajectories somehow (sprayangle or different firepoints) because otherwise they'll all be clumped in one shot. Can be set to 0 as well for script trigger weapons and can be combined with burst.
- Added COB call to "ShotX" that happens shortly before weaponX uses QueryWeaponX, use this for switching firepoints in bursts or when using multiple projectiles.
- Missiles and starburst missiles now obey smoketrail, set it to 0 to disable the smoke. To get a missile without smoketrail you have to define the weapon as a missile with WeaponType=MissileLauncher in the tdf.
- StartBuilding now supplies the pitch as the second parameter to help with custom build FX.
- Missiles, starburst missiles and torpedoes now use flighttime if present instead of the hardcoded formula (which is still used if flighttime is not present)
- Added SubMissile tag (bool) for TorpedoLaunchers, if set to 1 the torpedo will travel like a missile outside of water. It will not emit a smoketrail, though. When fired from a plane it will behave the same way but the plane will probably be considered a fighter, not a bomber.
- All weapons (save for the Rifle which noone uses anyway) can now attack underwater targets if they have waterweapon=1 set.
- Added fireSubmersed tag (bool), defaults to the value of waterweapon. If set the weapon can fire underwater, if not then not. Use it for weapons that cannot fire underwater but can hit underwater targets. Works even for torpedoes.
- Starburst missiles now obey turnrate for the turn at the peak of their flight (if supplied, otherwise the old value is used).
- Bombs can use manually defined burst and burstrate values instead of autogenerated ones by using the new manualBombSettings tag (bool). Keep in mind that (roughly) burst*burstrate defines the area in which the bomber is willing to drop the bomb so if you make it too small the bomber might miss the drop area and not drop any bomb.
- Added myGravity tag (float) for ballistic weapons (Cannon and Bomb), it overrides the map gravity if used. Regular map gravity is around 0.2.
- Bombs now obey Accuracy and SprayAngle.
- Fixed lightning weapons having a hardcoded inaccuracy, made it obey accuracy and sprayangle tag instead.
- Fixed Lightning weapons not doing damage to shields.
- Added ShieldStartingPower tag (float) for shields, if set the shield starts with this much power instead of 0.


git-svn-id: https://spring.clan-sy.com/svn/spring/trunk@4264 37977431-3df6-0310-b722-df95706aa16b
mod - rts/ExternalAI/AICallback.cpp Diff ] File ]
mod - rts/Game/SelectedUnitsAI.cpp Diff ] File ]
mod - rts/Sim/MoveTypes/AirMoveType.cpp Diff ] File ]
mod - rts/Sim/Projectiles/EmgProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/EmgProjectile.h Diff ] File ]
mod - rts/Sim/Projectiles/ExplosiveProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/ExplosiveProjectile.h Diff ] File ]
mod - rts/Sim/Projectiles/FireBallProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/FlameProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/LaserProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/LightingProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/MissileProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/StarburstProjectile.cpp Diff ] File ]
mod - rts/Sim/Projectiles/StarburstProjectile.h Diff ] File ]
mod - rts/Sim/Projectiles/TorpedoProjectile.cpp Diff ] File ]
mod - rts/Sim/Units/COB/CobFile.cpp Diff ] File ]
mod - rts/Sim/Units/COB/CobFile.h Diff ] File ]
mod - rts/Sim/Units/COB/CobInstance.cpp Diff ] File ]
mod - rts/Sim/Units/COB/CobThread.cpp Diff ] File ]
mod - rts/Sim/Units/UnitLoader.cpp Diff ] File ]
mod - rts/Sim/Units/UnitTypes/Builder.cpp Diff ] File ]
mod - rts/Sim/Weapons/BeamLaser.cpp Diff ] File ]
mod - rts/Sim/Weapons/Cannon.cpp Diff ] File ]
mod - rts/Sim/Weapons/Cannon.h Diff ] File ]
mod - rts/Sim/Weapons/DGunWeapon.cpp Diff ] File ]
mod - rts/Sim/Weapons/EmgCannon.cpp Diff ] File ]
mod - rts/Sim/Weapons/FlameThrower.cpp Diff ] File ]
mod - rts/Sim/Weapons/LaserCannon.cpp Diff ] File ]
mod - rts/Sim/Weapons/LightingCannon.cpp Diff ] File ]
mod - rts/Sim/Weapons/MeleeWeapon.cpp Diff ] File ]
mod - rts/Sim/Weapons/MissileLauncher.cpp Diff ] File ]
mod - rts/Sim/Weapons/PlasmaRepulser.cpp Diff ] File ]
mod - rts/Sim/Weapons/Rifle.cpp Diff ] File ]
mod - rts/Sim/Weapons/StarburstLauncher.cpp Diff ] File ]
mod - rts/Sim/Weapons/TorpedoLauncher.cpp Diff ] File ]
mod - rts/Sim/Weapons/Weapon.cpp Diff ] File ]
mod - rts/Sim/Weapons/Weapon.h Diff ] File ]
mod - rts/Sim/Weapons/WeaponDefHandler.cpp Diff ] File ]
mod - rts/Sim/Weapons/WeaponDefHandler.h Diff ] File ]
mod - rts/Sim/Weapons/bombdropper.cpp Diff ] File ]
mod - rts/System/GlobalStuff.h Diff ] File ]