Noexplode eardrum bashing
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Noexplode eardrum bashing
http://taspring.clan-sy.com/mantis/view.php?id=298
Projectiles using noexplode often get stuck on hills they move over, causing them to continually detonate on one particular spot, and making insane amounts of noise.
E&E has several units which utilize noexplode projectiles, so this is a bit of an issue.
Projectiles using noexplode often get stuck on hills they move over, causing them to continually detonate on one particular spot, and making insane amounts of noise.
E&E has several units which utilize noexplode projectiles, so this is a bit of an issue.
Removing the noexplode would ruin the point of the sonic weapons in E&E. Also, the Ion weapons used to be lasers before noexplode for lasers was broken a while back: http://taspring.clan-sy.com/mantis/view.php?id=176
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Wow.. never thought Id have a dev say that to someone..jcnossen Posted: Sun Sep 17, 2006 10:04 pm Post subject:
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So remove the noexplode?
I don't really see what's the actual bug here, doesn't the projectile react as intented?
Noexplode shots get stuck trying to go up hills they just stay in one spot exploding louder and louder until they eventually disipates. This is not how I envision this.. Id think it would either just flow right up and over the hill, or go right through it.. not stop and get stuck..
I use this effect to get the desired effect on some key weapons in the mod, without it they would be much more limited and not as useful as Id like.. so personally Id rather some code work around be set up rather than having to remove the effect from the weapons... but..
Why was I ignored....It's a perfect solution. Currently, the projectiles expire after they have traversed a certain distance. If they get stuck, they stay in the same place exploding until they deform the terrain enough to get past. If their behavior were to be modified so that they expired in a certain amount of time, this problem would be fixed.P3374H wrote:Yeah..it should expire after a certain amount of time, not distance. That's all it would take.
No. Then it would just get stuck for a shorter time. It doesn't fix the bug at all.P3374H wrote:Why was I ignored....It's a perfect solution. Currently, the projectiles expire after they have traversed a certain distance. If they get stuck, they stay in the same place exploding until they deform the terrain enough to get past. If their behavior were to be modified so that they expired in a certain amount of time, this problem would be fixed.P3374H wrote:Yeah..it should expire after a certain amount of time, not distance. That's all it would take.
Both mantis #176 and #298 are fixed in SVN now.
(Noexplode projectiles get stuck & Noexplode no longer works with lasers)
With a noExplode CExplosiveProjectile (thats what's used by EE .163 gdmtanki) the weapon just continues in a straight line and causes explosions at ground level - so it basically goes through hills.
(Noexplode projectiles get stuck & Noexplode no longer works with lasers)
With a noExplode CExplosiveProjectile (thats what's used by EE .163 gdmtanki) the weapon just continues in a straight line and causes explosions at ground level - so it basically goes through hills.