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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0005403 | Spring engine | General | public | 2016-11-26 18:38 | 2017-05-02 13:33 | ||||
Reporter | Anarchid | ||||||||
Assigned To | hokomoko | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0005403: Provide (beam) collision coordinates for ShieldPreDamaged | ||||||||
Description | Currently the callin ShieldPreDamaged returns the projectile ID for projectile weapons, and emitter weapon unitID and weapon index for hitscan weapons. It is possible to read coordinates of collision for the projectile weapons, but for hitscan weapons, this information cannot even be reasonably approximated because of how both shield bubble and beam emission point can be offset from unit position, as well as due to beam's ability of shooting anywhere inside the shield but not directly at the shield-carrying unit. My use case for this is generating shield impact effects (presumably via LUPS because CEG only accepts one parameter and i require two, for shield color and magnitude of the visual effect). | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
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hokomoko (developer) 2017-05-02 13:33 |
Fix 15faacc0e2a66abe9ab8794e7bf65db0e78018da committed to develop branch: Fix 0005403 Add hit position x, y, z arguments to ShieldPreDamaged callin, repo: spring changeset id: 8127 |
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Date Modified | Username | Field | Change |
---|---|---|---|
2016-11-26 18:38 | Anarchid | New Issue | |
2017-05-02 13:33 | hokomoko | Changeset attached | => spring develop 15faacc0 |
2017-05-02 13:33 | hokomoko | Note Added: 0017552 | |
2017-05-02 13:33 | hokomoko | Assigned To | => hokomoko |
2017-05-02 13:33 | hokomoko | Status | new => resolved |
2017-05-02 13:33 | hokomoko | Resolution | open => fixed |