View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000190 | Spring engine | General | public | 2006-05-31 01:23 | 2006-06-02 22:08 |
| Reporter | Nemo | Assigned To | patmo98 | ||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | resolved | Resolution | no change required | ||
| Summary | 0000190: Impulsefactor/movement from explosions stops affecting units after a certain model size. | ||||
| Description | Well, I've played with all the other variables I can think of (including mass and metal cost), and I still can't get things work as I'd like them to, so here I am. The problem is that the size of the model seems to affect how much a weapon's explosion can push the unit - regardless of impulsefactor. I've given a smaller unit the same mass and metalcost as the unit I'm trying to work on, and it was able to be pushed around, while the larger unit could not - even with a smaller mass, footprint, or metal cost. The models I'm working on DO vary greatly in size (an AA Sumo vs an AA krogoth), and so I believe that's the problem. If model size could be untied from a unit's inertia, it would be a great help and let modders define weapons that push or pull units more exactly, and with different unit scales. | ||||
| Tags | No tags attached. | ||||
| Checked infolog.txt for Errors | |||||