View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
---|---|---|---|---|---|---|---|---|---|
0000699 | Spring engine | General | public | 2007-12-04 19:16 | 2007-12-09 22:01 | ||||
Reporter | KDR_11k | ||||||||
Assigned To | KDR_11k | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0000699: [patch] limit weapon leading distance | ||||||||
Description | This patch adds two weapon tags: leadLimit: float, default -1 leadBonus: float, default 0 The weapon will never lead a target by more than leadLimit+experience*leadBonus elmos if leadLimit is non-negative (otherwise the lead distance is unlimited). LeadLimit without leadBonus is useful for high arc weapons that tend to pretty much turn the other way and hit their own base when a fast target is moving towards them (and even if not a linear extrapolation rarely works if the shot is really slow). It can also be used to simulate inexperienced units being bad at leading targets and getting better as they gain experience, especially in order to simulate the way leading worked in OTA. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
|
![]() |
|
KDR_11k (reporter) 2007-12-09 22:01 |
Committed in r4971 with some changes (works for flaks now). |
![]() |
|||
Date Modified | Username | Field | Change |
---|---|---|---|
2007-12-04 19:16 | KDR_11k | New Issue | |
2007-12-04 19:16 | KDR_11k | File Added: leadLimit.patch | |
2007-12-09 21:32 | KDR_11k | Status | new => assigned |
2007-12-09 21:32 | KDR_11k | Assigned To | => KDR_11k |
2007-12-09 22:01 | KDR_11k | Status | assigned => resolved |
2007-12-09 22:01 | KDR_11k | Resolution | open => fixed |
2007-12-09 22:01 | KDR_11k | Note Added: 0001485 |