MyGravity tag for ballistic weapons

MyGravity tag for ballistic weapons

Requests for features in the spring code.

Moderator: Moderators

Post Reply
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

MyGravity tag for ballistic weapons

Post by KDR_11k »

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.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

I wanna set what angle it shoots at. High trajectory is too high, and the only choice is to set it to flat trajectory, thats too low, or make it a missile weapon like gundam tanks that look stupid.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Also arcing missiles don't aim correctly when the shooter and target are at different heights. Oh, right, should bug-report that.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

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
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

I think variable starting velocity for ballistic shells would be a good solution. The targeting code would have to be changed, however, as there would be 2 variables to calculate (angle and velocity) instead of 1 (angle).
Btw, non-constans gravity and fake physics is the same thing :)
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Variable starting speed wouldn't allow as much freedom as custom gravity.
User avatar
MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

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.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

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.
Static gravities by default means low grav maps lose their point, really...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

No, it just means gravity only affects debries and other effects.

Static gravity as a default is stupid, though. Who knows whhat gravity you prefer? Just throw a MyGravity tag on there.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Well the point of low gravity maps is to have funny effects on weapons... not just cosmetical stuff.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Well, I certainly don't appreciate that. Especially since Comet Catcher is a highly popular map.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

This would not be for TA mods zpock, your BA/xta/aa/llta/ca/whatthehelleverelseTA gameplay is safe.
Post Reply

Return to “Feature Requests”