Absolute Annihilation 2.11 - Page 163

## Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44
Maybe vehicles have a steeper badslope than kbots?
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Forboding Angel
Evolution RTS Developer
Posts: 14637
Joined: 17 Nov 2005, 02:43
EXit_W0und wrote:Well then i'd like to see more maps that use slopes of that steepness.
Maybe you jsut don't look very hard...
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29
what determines the speed some unit climbs a slope?

I don't think maxslope has anything to do with that, maxslope only defines if a unit CAN get on the slope or not.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33
I don't think there is a tag to determine the speed of a unit or its grip on a slope.
I'll post the idea of adding a slope grip tag in the dev forum, its a simple thing to change hopefully and it may well make balancing the slopes alot easier for you modders and mappers. :)
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33
I'm preety sure unit speed just interpolates up to max-slope...
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29
no i think the current slope and the maxvelocity are taken into account, and as vehicles are faster they get less slowdown from the current slope.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33
Aye, the slope speed is calculated here:

float CGroundMoveMath::SpeedMod(const MoveData& moveData, float height, float slope)
{
//Too slope?
if(slope > moveData.maxSlope)
return 0.0f;

//Too depth?
if(-height > moveData.depth)
return 0.0f;
//Slope-mod
float mod = 1 / (1 + slope * moveData.slopeMod);
//Under-water-mod
if(height < 0) {
mod /= 1 - max(-1.0f, (height * moveData.depthMod));
mod*=waterCost;
}
return mod;
}

slopemod is calculated in MoveInfo.cpp as:

md->slopeMod=4/(md->maxSlope+0.001);
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40
I've been put on some pretty heavy medication for a while. Probably not going to be able to post here much for a couple of weeks.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26
See what you all did? You finally drove Caydr insane!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49
I want some!@
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49
Edit: Double postage of DEWM! That sucked
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Forboding Angel
Evolution RTS Developer
Posts: 14637
Joined: 17 Nov 2005, 02:43
NOiZE wrote:no i think the current slope and the maxvelocity are taken into account, and as vehicles are faster they get less slowdown from the current slope.
Exactly
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07
NOiZE wrote:what determines the speed some unit climbs a slope?
At maxslope on land it will move at 20% speed, with more and more speed as the slope decreases. For going downhill it just goes at normal speed and i cba checking how water slows units down
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Posts: 4867
Joined: 17 Feb 2006, 15:58
I was thinking popup weapons... they get more HP when you close them.

Then i thought solars, they dont seem to get any more HP if you close them? would be nice if they had.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44
It's a damage muliplier, not a HP boost. Solars do take less damage when closed. Though it won't be much since solars close when they are hit and Spring's delayed explosions do most of the damage in later frames which means even the first shot is mostly blocked by the solar.
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Posts: 4867
Joined: 17 Feb 2006, 15:58
Yeah... thats what i mean... should be some delay when it gets the damage multiplier.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07
i thought it did?
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esteroth12
Posts: 501
Joined: 18 May 2006, 21:19
KDR_11k wrote:It's a damage muliplier, not a HP boost. Solars do take less damage when closed. Though it won't be much since solars close when they are hit and Spring's delayed explosions do most of the damage in later frames which means even the first shot is mostly blocked by the solar.
as of 1.5 or so solars had a 0.5 damage multiplier when closed, 1.0 when open

adv solars had a lot more hp and a permanent 0.9 damage mult
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26
Min3mat wrote: and Caydr we need a release within 24 hrs
GATOR IMBA
it is starting to make spring unplayable even for me now, release at the least a quick gator fix or just everything you've done so far.