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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001615 | Spring engine | Lua | public | 2009-09-01 23:13 | 2009-09-02 23:58 | ||||
Reporter | TheFatController | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.80.2.0+git | ||||||||
Target Version | Fixed in Version | 0.80.2.0+git | |||||||
Summary | 0001615: UnitPreDamaged 'return 0' still applies full impulse | ||||||||
Description | gadget:UnitPreDamaged can return a number to modify the received damage from a particular explosion however when returning any number (including 0 for no damage) the unit still receives the full impulse from the explosion that hit it, imo this should scale to the damage returned by UnitPreDamaged instead as you can have immune units flying across the map having taken no damage. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Kloot (developer) 2009-09-02 23:57 |
You'll be able to control the added impulse by returning a second number that acts as a scalar for it (0 ==> weapon impulse is nullified, 0.5 ==> impulse is halfed, etc) next engine release. |
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Date Modified | Username | Field | Change |
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2009-09-01 23:13 | TheFatController | New Issue | |
2009-09-02 23:57 | Kloot | Note Added: 0004054 | |
2009-09-02 23:58 | Kloot | Status | new => resolved |
2009-09-02 23:58 | Kloot | Fixed in Version | => 0.80.2.0+git |
2009-09-02 23:58 | Kloot | Resolution | open => fixed |
2009-09-02 23:58 | Kloot | Assigned To | => Kloot |