Melee weapons?
Moderator: Moderators
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Weapons hit the sphere, but the aoe has to reach the centre. I've had to bump up damage on purpose (and make new armour classes) for big units...Pxtl wrote:Wait, so explosions don't hit the collision-sphere, they hit the centre? Then how do small-radius weapons hurt large targets? Are Krogoths immune to EMGs?
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- Posts: 854
- Joined: 28 Jan 2005, 18:15
I can understand, with the current way explosions work (expanding sphere), why you would want to just use the center of the unit to determine if it is in the AOE. It would be quite taxing if it did a hitsphere check, and a nuke would probably be completely game breaking.
But how hard would it be to make a weapon directly damage its target on imact? New tag "DamageOnHit = 0/1", where when the weapon registers an impact on an object it sends its damage directly to that object. Maybe with another "NoAOE" tag so modders can avoid double hits from the AOE's following impact check and probably save a little processor time in the process, or not, if they don't want to.
I'm scared of the code, but I'll take a look to at least see if it can be done with horrendous amounts of recoding. In my head its just a couple new tags and a new conditional statement.
But how hard would it be to make a weapon directly damage its target on imact? New tag "DamageOnHit = 0/1", where when the weapon registers an impact on an object it sends its damage directly to that object. Maybe with another "NoAOE" tag so modders can avoid double hits from the AOE's following impact check and probably save a little processor time in the process, or not, if they don't want to.
I'm scared of the code, but I'll take a look to at least see if it can be done with horrendous amounts of recoding. In my head its just a couple new tags and a new conditional statement.