Er, nevermind...

Er, nevermind...

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Er, nevermind...

Post by Argh »

Um, sorry to bug y'all with yet-another spam thread, but... er... missiles in the SVN build are doing something very odd.

Basically, they aren't guiding correctly.

With StarburstLauncher, they fly straight up, obeying WeaponTimer, execute a change of direction that equals a vector to a target on the ground, then travel in a straight line.

Against moving targets, they're completely useless- they update their vector exactly one time, when WeaponTimer ends, then never, ever again. So, they get a vector that would take them to the center of the target, where it used to be, but don't guide every frame.

MissileLaunchers are even weirder, seeming to attain guidance at odd intervals- it almost appears that they only update after they've missed their initial target.

Very weird stuff, clearly not right. Any idea what's up? Here's a weapon to test with (should be compatible with NanoBlobs), please let me know if I just forgot a magic variable:

Code: Select all

[VLAUNCHER]
{
///////////////////////WEAPON DEFINITION STUFF
	name=Missile Launcher;
	WeaponType=StarburstLauncher;

////////////////GAME BALANCE
	WeaponTimer=0.5;
	FlightTime=5;
	range=850;
	burnblow=0;
	reloadtime=3;
	weaponvelocity=240;
	startvelocity=240;
	weaponacceleration=0;
	turnrate=32000;
	areaofeffect=32;
	tolerance=750;
	pitchtolerance=750;
	firestarter=70;
	TargetBorder=0;
	cylinderTargetting=0;

///////////SPECIAL
	AvoidFriendly=0;
	AvoidFeature=0;
	CollideFriendly=0;
	CollideFeature=1;
	NoSelfDamage=1;

////////////////SOUND
	soundstart=Argh_fire_missile_regular;
	soundhit=Argh_SmallExplosion;
	SoundStartvolume=10;
	SoundHitvolume=10;

////////////////GRAPHICS
	model=ArcherMissile.s3o;
	smoketrail=0;
	startsmoke=0;
	texture1=foo;
	texture2=foo;
	texture3=foo;

////////////////RESERVED STUFF
	ImpulseFactor=0;
	ImpulseBoost=0;
	CraterMult=0;
	CraterBoost=0;
 	CollisionSize=8;
	ExplosionSpeed=65536;

	[DAMAGE]
		{
		default=15000;
		LIGHT=5000;
		REFLEC=1000;
		HEAVY=5000;
		ULTRAHEAVY=4000;
		}
}
Last edited by Argh on 15 Nov 2007, 04:34, edited 1 time in total.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

tracks=1? guidance=1?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Lemme try "tracks", maybe that's what I screwed up...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Yay, it's "tracks=1;"!

Thanks Peet, I was tearing my hair out for a minute, thinking that I'd wrecked my game design :P
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Yeah, tracks and guidance are different. Guidance is default for missiles but tracks isnt.

I updated the wiki quite a while ago with this information.
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