Guardian/Ambusher problems
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- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
playing too much aoeYokoZar wrote:Excuse me? What's the justification for having a guardian do more damage with high trajectory?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.
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
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;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
e.g. from 74b3 it used to be:

Now its just circular for example:

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!
Gravity!TheRegisteredOne wrote:playing too much aoeYokoZar wrote:Excuse me? What's the justification for having a guardian do more damage with high trajectory?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.
I'm joking.
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:

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.
After a few tweaks and adding weapontype=Cannon to mav's weapon, this is what I got:

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.
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)

(yes that pewee is shooting across half of SD)
Option 2: somewhat sensible parameters (limiting, though)

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?
Option 1: realistic - breaks everything (see for yourself)

(yes that pewee is shooting across half of SD)
Option 2: somewhat sensible parameters (limiting, though)

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?
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).
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).
Does that even make sense?Snipawolf wrote:As long as we can make option 3 make it realistic like option 1.
Last edited by Lippy on 06 Aug 2007, 01:25, edited 1 time in total.
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.
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.