TA:K
Moderator: Moderators
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- Posts: 8
- Joined: 13 Jun 2007, 11:09
I don't know what you mean by 'gallop', but it certainly makes the unit think it can attack big buildings - and it makes it swing it's axe/sword/whatever it is at the big mech fab. It also revealed a bug in the patch - the swings don't do damage
I'll be working on that.
Oh, and the unit had problems with getting close to small enemy units (other mechs), those seem to be gone. Damage is dealt correctly in those cases.

Oh, and the unit had problems with getting close to small enemy units (other mechs), those seem to be gone. Damage is dealt correctly in those cases.
http://cs.selu.edu/~ssmith/BB/viewtopic ... ight=melee
I don't know if it helps but this was an exploratory discussion we were having on my forum.
I don't know if it helps but this was an exploratory discussion we were having on my forum.
I can't get your patch to merge with the SVN, it says a line in the weapon.cpp doesn't match. I was hoping I could see it combined with my aim from AimFromWeapon code which helps for close range encounters like that. I tried merging that manually but it didn't work, the unit
I tweaked the Zaku2melee unit by adding a second weapon that's a duplicate of the first and making the firearc apply only to the second weapon (I noticed in the lolimod that the firearc code makes the units have trouble at short range), the first weapon only activates if the unit is standing still and if so rotates the whole visible model towards the target, it quickly rotates back if the unit starts moving (didn't want to lock a shortranged unit in place since that would make it impossible to chase an enemy). AimFrom plus that change to the unit made it have a very high success rate, obviously without the targetBorder patch it can't attack larger stuff yet.
I tweaked the Zaku2melee unit by adding a second weapon that's a duplicate of the first and making the firearc apply only to the second weapon (I noticed in the lolimod that the firearc code makes the units have trouble at short range), the first weapon only activates if the unit is standing still and if so rotates the whole visible model towards the target, it quickly rotates back if the unit starts moving (didn't want to lock a shortranged unit in place since that would make it impossible to chase an enemy). AimFrom plus that change to the unit made it have a very high success rate, obviously without the targetBorder patch it can't attack larger stuff yet.
I've got some progress... IMHO CGameHelper::TraceRay a little bit wrong, but just enough to cause issues with short range beam lasers. Maybe someone with more experience can explain me why there's sqrt(tmp) in this method when tracing for units, but no such thing when tracing for features? I can't see the point of this manipulation. length of closeVect and tmp > 0 should IMHO be the only thing that matters. Anyone? (A version that seems correct is commented out without a word of explanation...)
I think we're getting close. KDR's patch fixed one part of the code that I wasn't aware was borked and paved the way to this:
http://neoteric.pl/~imbaczek/spring/muz ... Border.avi
Ignore the junk log output and the bright red flash (set thickness to 10). I still don't know almost anything about unit scripting, so usefulness of this stuff needs to be judged by you BOS wizards.
http://neoteric.pl/~imbaczek/spring/muz ... Border.avi
Ignore the junk log output and the bright red flash (set thickness to 10). I still don't know almost anything about unit scripting, so usefulness of this stuff needs to be judged by you BOS wizards.
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- Posts: 25
- Joined: 02 Dec 2006, 17:48
try this then, all you need to do is rescript the units and change some of the textures
http://www.kingdoms-rx.com/spring/downl ... _v0.02.zip
hope this helps
http://www.kingdoms-rx.com/spring/downl ... _v0.02.zip
hope this helps
- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39