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IDProjectCategoryView StatusLast Update
0002966Spring engineLuapublic2012-02-24 22:13
ReporterGoogle_Frog Assigned ToKloot  
PrioritynormalSeverityfeatureReproducibilityN/A
Status resolvedResolutionfixed 
Fixed in Version86.0 
Summary0002966: Unit(Pre)Damaged, distinguish between different types of -1 weaponID
DescriptionI'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).
TagsNo tags attached.
Checked infolog.txt for Errors

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FLOZi

2012-02-20 17:12

reporter   ~0008322

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

2012-02-21 01:52

reporter   ~0008323

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

2012-02-21 17:21

reporter   ~0008324

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

2012-02-22 04:27

reporter   ~0008325

UnitUnitCollision still doesn't let me detect unit collision in UnitPreDamaged and it does nothing for gib damage.

NeonStorm

2012-02-24 06:41

reporter   ~0008328

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

2012-02-24 22:13

developer   ~0008330

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...

Issue History

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