Can someone add this in? As far as I can tell, features already have a mass calculated from there current stats, like metal, however thats a pain for trees as, really, trees shouldn't have metal. So letting you overide the mass would be very usefull.
Thanks.
aGorm
Add the mass tag to features?
Moderator: Moderators
Re: Add the mass tag to features?
http://spring.clan-sy.com/websvn/filede ... rev=0&sc=0
It's already there. It defaults to that wonky formula if the tag isn't used.
Code: Select all
const float defMass = (fd->metal * 0.4f) + (fd->maxHealth * 0.1f);
fd->mass = fdTable.GetFloat("mass", defMass);
fd->mass = max(0.001f, fd->mass);
Re: Add the mass tag to features?
First... WOOHOO.... I'll fix aftershock when I get 5 mins.
Second... Are tehre any otehr tags in tehre that we dont know about? Only I swear this was never in the change log...
aGorm
Second... Are tehre any otehr tags in tehre that we dont know about? Only I swear this was never in the change log...
aGorm
Re: Add the mass tag to features?
Wait... we can have flying pebbles off the shore if theres an explosion?
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Add the mass tag to features?
Nah, it's to do with units crushing features, I think.
Re: Add the mass tag to features?
GMN is correct if crushstrength(?) > mass then the item gets bulldozed... though to be honest anything other than the spring trees just dissappears which looks silly...