Good points there... I hope our lua-wizard can do something there.wilbefast wrote:Couple of thing I noticed ages ago but forgot to say:
- Morph can be queued but Burrow can't, so you can't order a unit to "move to X and then burrow".
- Morphing or burrowing a unit removes it from its control group.
The Cursed 0.14
Moderator: Content Developer
Re: The Cursed 0.14
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: The Cursed 0.14
I didn't write the burrowing code but I'll take a look at rewriting much of it to allow for the queuing and ctrl-group saving, depending on priority compared to other things.
Re: The Cursed 0.14
Take a cookie!
Re: The Cursed 0.14
You be stealin ma cookehs?
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: The Cursed 0.14
Damn that looks like a tasty cookeh. But I don't trust you, it's evil and was summoned by a Lich.
Re: The Cursed 0.14
It is a tasty and very healthy cookeh. Take it.... It is good.... Made of good... hmm... things... Muahahaa
Re: The Cursed 0.14
Didn't your mother ever tell you not to accept sweets from creepy floating dead people with giant hands? I know mine did
Re: The Cursed 0.14
Skeletons, Skeletal Mages and Gunners will be waterproof in the next release. Only skeletons will be able to attack underwater though. To expand your base over water you will have to get some liches first.
Re: The Cursed 0.14
Skeleton range is/will be spherical? If anything floats, whether skeletons can hit it or not will depend entirely on water depth (we had this problem with the Can when it was amph).
Re: The Cursed 0.14
Could be problematic since nothing can attack underwater except other skeletons
Had this problem with my Trojan Horses as it happens: water is a lot more shallow than it realistically "should" be, so I guess you have to cheat a bit...
Had this problem with my Trojan Horses as it happens: water is a lot more shallow than it realistically "should" be, so I guess you have to cheat a bit...
Re: The Cursed 0.14
OK - I see. the weaponrange seams to be calculated from the surface (water) not from the unit's center. Did you solve it in CA somehow?Saktoth wrote:Skeleton range is/will be spherical? If anything floats, whether skeletons can hit it or not will depend entirely on water depth (we had this problem with the Can when it was amph).
Definitely - Maybe I just disable the skeleton's weapon underwater.wilbefast wrote:Could be problematic since nothing can attack underwater except other skeletons
Had this problem with my Trojan Horses as it happens: water is a lot more shallow than it realistically "should" be, so I guess you have to cheat a bit...
Re: The Cursed 0.14
That may be why I'm having a problem...azaremoth wrote:OK - I see. the weaponrange seems to be calculated from the surface (water) not from the unit's centre.
Myself I'd really like to see skeletons fighting underwater, otherwise you can effectively stock units underwater and have them totally unassailable (this might actually cause even more problems in itself) - disable it if you must but I'm pretty confident that somewhere, somebody has figured it out
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: The Cursed 0.14
I don't know about any solutions but in CA we eventually dropped the amphib ability of Cans. But I agree that we should find a solution because skeletons would be cool to fight underwater. I'll play around with it as well.azaremoth wrote:OK - I see. the weaponrange seams to be calculated from the surface (water) not from the unit's center. Did you solve it in CA somehowSaktoth wrote:Skeleton range is/will be spherical? If anything floats, whether skeletons can hit it or not will depend entirely on water depth (we had this problem with the Can when it was amph).
Re: The Cursed 0.14
I have a little work-around:
It works nice. The function for the waterdepth-check uses -40 as border-value because the weaponrange of the skeleton is 50 and the hovering units are little above the water.
Code: Select all
local function Watercheck()
while true do
local x, y, z = Spring.GetUnitPosition(unitID)
if y < (-40) then
indeepwater = true
end
if y > (-40) then
indeepwater = false
end
Sleep(500)
end
end
function script.AimWeapon1(heading, pitch)
Signal(SIG_AIM1)
SetSignalMask(SIG_AIM1)
Turn( chest, y_axis, heading, 250 )
if indeepwater ~= true then
Turn( chest, x_axis, 0 - pitch, 250 )
end
if indeepwater then
if pitch < 0.6 then
Turn( chest, x_axis, 0 - pitch, 250 )
else
return false
end
end
WaitForTurn(chest, y_axis)
StartThread( RestoreAfterDelay)
return (1)
end
Re: The Cursed 0.14
No, weapons dont use the surface to detect weapon range. Thats not the problem. If thats what your problem appears to be, then its much more likely that you are using a weapon with a cylindrical weapon range (IE your skeletons can hit something if they are on top of a cliff above it, or can even hit planes, if their target cats allow it).
Use the heightmod=1 tag to ensure your range is spherical.
I dont get the point of blocking the shot underwater though: Just make it a non-waterweapon?
Use the heightmod=1 tag to ensure your range is spherical.
I dont get the point of blocking the shot underwater though: Just make it a non-waterweapon?
Re: The Cursed 0.14
@Aza: sweet, lua! Truly I am starved for examples! I mean, there's understanding lua syntax and then there's understanding how it interfaces with Spring: all the functions like Spring.GetUnitPosition(unitID) and so on.
@Saktoth: That may possible be what's happening here:
I thought CylinderTargeting needed its own tag (I haven't added it) - what's the default? Either way I'll give HeightMod a try
edit - probably already seen this a trillion times but (I only just stumbled across it):
by imbaczek
So I'm thinking HeightMod = 2?
@Saktoth: That may possible be what's happening here:
I thought CylinderTargeting needed its own tag (I haven't added it) - what's the default? Either way I'll give HeightMod a try
edit - probably already seen this a trillion times but (I only just stumbled across it):
by imbaczek
So I'm thinking HeightMod = 2?
Re: The Cursed 0.14
I'll try to illustrate it. I hope there is no easier solution (like a working heightmod-tag for underwater).Saktoth wrote:No, weapons dont use the surface to detect weapon range. Thats not the problem. If thats what your problem appears to be, then its much more likely that you are using a weapon with a cylindrical weapon range (IE your skeletons can hit something if they are on top of a cliff above it, or can even hit planes, if their target cats allow it).
Use the heightmod=1 tag to ensure your range is spherical.
I dont get the point of blocking the shot underwater though: Just make it a non-waterweapon?
Car somehow managed to push me towards using lua for animation scripts. It is beneficial in most cases.wilbefast wrote:sweet, lua! Truly I am starved for examples! I mean, there's understanding lua syntax and then there's understanding how it interfaces with Spring: all the functions like Spring.GetUnitPosition(unitID) and so on.
Re: The Cursed 0.14
Awesome diagrams - I did a few tests myself: the most obvious thing is the way the the targeting circle draws at the surface of the water not at unit-level
I haven't managed to get heightMod to all that well myself - it's suggested that you use cylinderTargeting for melee units in the wiki though, with a very short cylinder height.
I'd do a few more tests and so on but I have exams, and I've made a pact (to myself) not to work on my mod till after they're finished (wish me luck!)
Keep working at it Aza! This mod is seriously under-rated: can't wait to see the mini-gunship in-game too (next update?)
I haven't managed to get heightMod to all that well myself - it's suggested that you use cylinderTargeting for melee units in the wiki though, with a very short cylinder height.
I'd do a few more tests and so on but I have exams, and I've made a pact (to myself) not to work on my mod till after they're finished (wish me luck!)
Keep working at it Aza! This mod is seriously under-rated: can't wait to see the mini-gunship in-game too (next update?)
Re: The Cursed 0.14
Sure - The next release isn't far away. Small things like making burrowing queuable caused a bigger amount of work.wilbefast wrote:Keep working at it Aza! This mod is seriously under-rated: can't wait to see the mini-gunship in-game too (next update?)