2019-08-21 07:25 CEST

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IDProjectCategoryView StatusLast Update
0005403Spring engineGeneralpublic2017-05-02 13:33
ReporterAnarchid 
Assigned Tohokomoko 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusresolvedResolutionfixed 
Product Version 
Target VersionFixed in Version 
Summary0005403: Provide (beam) collision coordinates for ShieldPreDamaged
DescriptionCurrently 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).
TagsNo tags attached.
Checked infolog.txt for lua Errors
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~0017552

hokomoko (developer)

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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-Issue History
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
+Issue History