Guardian/Ambusher problems - Page 2

Guardian/Ambusher problems

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It's slower to hit and thus less accurate letting you trade firepower for ability to hit moving targets.
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TheRegisteredOne
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Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

YokoZar wrote:
Caydr wrote:Just a wild idea:

Unless BA has adjusted them, the ambusher/guardian uses some fancy scripting (courtesy of Archangel Of Death) to give them that "huge damage on HT" "low damage on LT" effect... that might be what's confusing the game. The unit actually has two weapons, just different ones are allowed to fire under different circumstances... it was an unusual fix, I wouldn't be surprised if it causes problems in some circumstances.
Excuse me? What's the justification for having a guardian do more damage with high trajectory?
playing too much aoe
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Auswaschbar commited the patch, it's in rev 4076. Download, test and say if it works (and shout if it doesn't) here:
http://www.osrts.info/~buildbot/spring/ ... vn4076.zip
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

imbaczek wrote:Auswaschbar commited the patch, it's in rev 4076. Download, test and say if it works (and shout if it doesn't) here:
http://www.osrts.info/~buildbot/spring/ ... vn4076.zip
Tested; and it works fine, albeit differently to before: Now, the range indicators are always circular, not taking into account the terrain like it did before;

e.g. from 74b3 it used to be:

Image

Now its just circular for example:

Image


Other than this, with my limited testing I can say it works well, although I think the range bonuses were larger before.

Also, I can finally confirm that Kloot's patch: http://spring.clan-sy.com/mantis/view.php?id=363 is working fine!

Thanks a lot guys!
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Neddie
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

TheRegisteredOne wrote:
YokoZar wrote:
Caydr wrote:Just a wild idea:

Unless BA has adjusted them, the ambusher/guardian uses some fancy scripting (courtesy of Archangel Of Death) to give them that "huge damage on HT" "low damage on LT" effect... that might be what's confusing the game. The unit actually has two weapons, just different ones are allowed to fire under different circumstances... it was an unusual fix, I wouldn't be surprised if it causes problems in some circumstances.
Excuse me? What's the justification for having a guardian do more damage with high trajectory?
playing too much aoe
Gravity!

I'm joking.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Lippy: http://spring.clan-sy.com/fisheye/brows ... cpp?r=3913 line 240. This means that the faster the bullet, the less range boost it gets. This would make perfect sense if weapon range wasn't artificially constrained by a modder - that, and the fact that maverick has an EmgCannon weapontype (instead of a Cannon) which means it doesn't get range bonuses at all. EDIT: I misread the code, that's not true - but the velocity issue remains.

After a few tweaks and adding weapontype=Cannon to mav's weapon, this is what I got:
Image
I've changed the formula so it only vaguely resembles real-world physics. This is not patch material. It's more of a pointer to what's broken. I don't see a clear way of solving this.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

I tried to tackle the problem today. There are three solutions, one will break everything, another one will be a small improvement and the last one will move the burden to the modders.

Option 1: realistic - breaks everything (see for yourself)
Image
(yes that pewee is shooting across half of SD)

Option 2: somewhat sensible parameters (limiting, though)
Image

Option 3: make a tag that will allow the modder to define a height difference range boost coefficient with a default from option 2.

Guess all the modders want option 3, right?
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

imbaczek wrote:Option 3: make a tag that will allow the modder to define a height difference range boost coefficient with a default from option 2.

Guess all the modders want option 3, right?
Do want!
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Snipawolf
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Post by Snipawolf »

As long as we can make option 3 make it realistic like option 1.

Do want!
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

What do you mean by realistic? If it means that every projectile weapon fires at a 45 degree angle to get max range (on flat land anyway) that wont work, as to get [AA derivative] type ranges, modders will have use very small weapon velocities, and itll look like crap (and affect gameplay).

IMHO, i don't think there is any option BUT option 3; different mods may require different paramaters (e.g. 1944 vs AA derivative), and constriciting modders even more will just make them cry (even more).
Snipawolf wrote:As long as we can make option 3 make it realistic like option 1.
Does that even make sense?
Last edited by Lippy on 06 Aug 2007, 01:25, edited 1 time in total.
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Snipawolf
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Post by Snipawolf »

Must have number 3 :twisted:
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Yeah, #3.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

It's in. Test the most recent automatic builds (r4164 and above) when they show up at http://www.osrts.info/~buildbot/spring/executable/.

The new weapon tag is called heightBoostFactor and you need to play with it until it works the way you want it. Negative values mean it's automatically calculated to, um, something that might make sense sometimes. More information in the changelog entry.
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