MyGravity tag for ballistic weapons
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MyGravity tag for ballistic weapons
It greatly annoys me how ballistic weapons always obey the map gravity. Not only does that mean we don't know how far a slow weapon could shoot on a given map (especially if we try to make the range tag reflect the physical range of the weapon), we have a minimum time for high trajectory ballistic weapons to arrive and that grows with the weapon's speed (which must grow with the distance if you want the thing to reach to its maximum range). Being able to specify the gravity the projectile obeys would be highly useful for high trajectory weapons that need to arrive at the target faster.
Realised setting the angle and velocity of the weapon kind of decides where it will land, following strict physics... hmmmm *goes off experimenting with weapon velocity*
Either gravity has to give (not be constant), use fake physics (kind of the same), or give up either the angle or weapon velocity... maybe introduce drag somehow
Either gravity has to give (not be constant), use fake physics (kind of the same), or give up either the angle or weapon velocity... maybe introduce drag somehow
Static gravities by default means low grav maps lose their point, really...MadRat wrote:I can understand why you want to control the Gravity. But I'd argue that unless the mod stipulates the weapon to follow map gravity, it should use a static gravity by default. This would allow you to use then the static, the map, or the custom defined gravities.
- Forboding Angel
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