Page 2 of 2
Posted: 09 Jul 2006, 07:42
by Das Bruce
I think that applies to anything smaller than a mouse.
Posted: 09 Jul 2006, 11:24
by Guessmyname
*me is tempted to drop a mouse out of his bedroom window to see if Bruce is correct*
Re: Seperate weapons for high/low trajectory
Posted: 22 Jan 2011, 23:27
by Noruas
I know this is a major revive of this topic but is this relevant?
"Added per-weapon highTrajectory tag (int, default 2). It acts like the unit
tag, 0 is always low trajectory, 1 always high and 2 uses the unit's setting
(whether the unit uses a switch or fixed setting)."
per-Weapon Trajectory? How do i apply the trajectory to one weapon then? Whats the actual tag or did i misread this?
Re: Seperate weapons for high/low trajectory
Posted: 23 Jan 2011, 01:29
by FLOZi
That's from 0.77b1,b2 changelog.txt, for those who want to know.
It's a weapondef tag:
https://github.com/spring/spring/blob/m ... er.cpp#L94