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Posted: 30 Jul 2007, 14:17
by Pxtl
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?
Posted: 30 Jul 2007, 14:39
by imbaczek
Argh wrote:Beamlasers obey areaofeffect

Try it.
Posted: 30 Jul 2007, 19:12
by Peet
imbaczek wrote:Argh wrote:Beamlasers obey areaofeffect

Try it.
They do!
Posted: 30 Jul 2007, 19:28
by Guessmyname
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?
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...
Posted: 30 Jul 2007, 20:48
by imbaczek
I'm pretty sure I fixed the beamlaser so aoe does not interfere with the unit hit directly. Setting minintensity will help with damage fading off after a distance.
Posted: 30 Jul 2007, 23:57
by Archangel of Death
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.
Posted: 31 Jul 2007, 04:03
by Argh
Um, while you're at it, can you code up an "instant AOE" condition TDF tag, as well? That's a very inefficient area of Spring, and I hate it, because it makes weapon balance rather wonky. Just my $0.02
Posted: 31 Jul 2007, 08:24
by KDR_11k
ExplosionSpeed=65536;
Also from what I heard the AOE is calculated at the edge of the unit, i.e. the unit's radius is added to the AOE to determine if it's hit. After all low-AOE weapons can damage4 the larger units in Gundam so that's really not the issue.
Posted: 02 Aug 2007, 15:48
by Pxtl
I'm curious - can aircraft have melee weapons? If a gunship has a super-short-ranged-weapon, is it smart enough to attempt to change altitude to engage a target at a different height?
Posted: 02 Aug 2007, 15:59
by KDR_11k
Gunships will never change altitude AFAIK but you could make them have enough range to reach the ground...
Posted: 02 Aug 2007, 16:00
by smoth
oooooooooh, good question!