View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
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 | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
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 | |||||||||
Attached Files |
|
![]() |
|
Nemo (reporter) 2006-06-01 01:19 |
Please accept my apologies - I forgot to try messing with the HP of the unit. The above report is completely invalid, and should be deleted as soon as possible. |