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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002966 | Spring engine | Lua | public | 2012-02-20 06:30 | 2012-02-24 22:13 | ||||
Reporter | Google_Frog | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | 86.0 | |||||||
Summary | 0002966: Unit(Pre)Damaged, distinguish between different types of -1 weaponID | ||||||||
Description | I'm trying to override fall damage using UnitPreDamaged. I cannot distinguish between debris, collision with ground and collision with another unit. All have (weaponID == -1 and attackerID == nil). | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
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FLOZi (reporter) 2012-02-20 17:12 |
You can check velocity of the unit, but +1 for this request, if possible it would certainly be nice to have different codes for each. |
Google_Frog (reporter) 2012-02-21 01:52 |
A velocity check does not work. Some unit speeds are high enough to push the fall damage threshold too high. I also want to deal damage with flying gibs, not ignore the damage. The current unit bouncing behaviour can move units quite fast and collide them with other units. All we need is different negative weaponID for these different types. |
FLOZi (reporter) 2012-02-21 17:21 |
You could also try using the UnitUnitCollision callin? I agree that it would be ideal to have a range of IDs; but it may not be as trivial as merely changing a number somewhere. |
Google_Frog (reporter) 2012-02-22 04:27 |
UnitUnitCollision still doesn't let me detect unit collision in UnitPreDamaged and it does nothing for gib damage. |
NeonStorm (reporter) 2012-02-24 06:41 |
If two units run into another, and both should bounce of another, you have to respect different weights. If a unit bounces into a structure, you can handle it as if the structure has infinite weight. unit vs building : unit get pushed away unit vs unit : accumulate both velocities and distribute the force linear according to the different weight classes. Spring need generally more gravity and physic extentions. * There is no possibility to override map gravity. * No way to ignore map gravity only for a single unit's weapon - eg. Newton in zk. * AOE of impulse heavy weapons which goes through all atoms of a unit is still increased if you double the AOE effect, but that might be another issue. |
Kloot (developer) 2012-02-24 22:13 |
https://github.com/spring/spring/commit/a75743e42806f94d73c6e98420e30165998873a4 NeonStorm: 1) your requests are offtopic here 2) you might want to check how the current collision system works... |
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Date Modified | Username | Field | Change |
---|---|---|---|
2012-02-20 06:30 | Google_Frog | New Issue | |
2012-02-20 17:12 | FLOZi | Note Added: 0008322 | |
2012-02-21 01:52 | Google_Frog | Note Added: 0008323 | |
2012-02-21 17:21 | FLOZi | Note Added: 0008324 | |
2012-02-22 04:27 | Google_Frog | Note Added: 0008325 | |
2012-02-24 06:41 | NeonStorm | Note Added: 0008328 | |
2012-02-24 22:13 | Kloot | Note Added: 0008330 | |
2012-02-24 22:13 | Kloot | Status | new => resolved |
2012-02-24 22:13 | Kloot | Fixed in Version | => 86.0 |
2012-02-24 22:13 | Kloot | Resolution | open => fixed |
2012-02-24 22:13 | Kloot | Assigned To | => Kloot |