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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0005886 | Spring engine | General | public | 2018-02-08 05:56 | 2018-05-07 04:55 | ||||||||
Reporter | raaar | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 104.0 +git | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0005886: option beamlasers to track emit piece rotation | ||||||||||||
Description | Currently, when a mobile unit fires a beamlaser, if it moves while firing, the emit point and end point move along with it, but if it turns (for example, if the unit's body turns faster than the turret), it's shown shooting sideways. There should be an option (new weapondef) to make the beam match not just the emit piece's movement translation but also its rotation. There could be a weapondef to control how much angle tolerance it has compared to the desired orientation before "turning off" the beam. This would also allow people to control beam orientation by turning the piece while firing, for custom sweep-fire behavior. | ||||||||||||
Tags | aiming, beamlaser, unit, weapon | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
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Kloot (developer) 2018-02-08 10:34 |
beamlasers in Spring do not work how you think, and this is not solvable with just a "new weapondef". |
raaar (reporter) 2018-02-11 17:55 |
Missiles have the fixedlauncher option at the moment, which "makes the projectile spawn with the orientation of the shooting piece instead of their normal orientation." I'm asking for the same for beamlasers. Instead of drawing them from source point in the direction of target point, draw them in the direction of the emit piece up to the point where it fades or collides with something. The two directions should be close enough to hit targets if the weapon is aiming properly, if it isn't, that's either intended or the game dev has some options do deal with it by adjusting the frequency of aim calls, tolerances and beam times. can you point to the code? |
Anarchid (reporter) 2018-04-03 12:37 |
You can emulate this with emits or spawnprojectiles. |
raaar (reporter) 2018-05-07 04:55 |
btw, on my game, as I couldn't make the beam follow the rotation, I made the rotation follow the beam https://github.com/springraaar/metal_factions/blob/master/scripts/gear_luminator.bos#L278 when the unit turns, while it's firing (the beam duration is over 2s), there's a separate thread that checks every frame and rotates the turret to keep it locked to the correct orientation on xz plane. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2018-02-08 05:56 | raaar | New Issue | |
2018-02-08 07:53 | raaar | Tag Attached: aiming | |
2018-02-08 07:53 | raaar | Tag Attached: beamlaser | |
2018-02-08 07:53 | raaar | Tag Attached: unit | |
2018-02-08 07:53 | raaar | Tag Attached: weapon | |
2018-02-08 10:29 | Kloot | Severity | major => feature |
2018-02-08 10:34 | Kloot | Note Added: 0018788 | |
2018-02-11 17:55 | raaar | Note Added: 0018802 | |
2018-04-03 12:37 | Anarchid | Note Added: 0018965 | |
2018-05-07 04:55 | raaar | Note Added: 0019079 | |
2018-05-19 12:31 | Kloot | Relationship added | has duplicate 0005987 |