Page 163 of 177

Posted: 21 Sep 2006, 08:30
by KDR_11k
Maybe vehicles have a steeper badslope than kbots?

Posted: 21 Sep 2006, 08:49
by Forboding Angel
EXit_W0und wrote:Well then i'd like to see more maps that use slopes of that steepness.
Maybe you jsut don't look very hard...

Posted: 21 Sep 2006, 10:46
by NOiZE
what determines the speed some unit climbs a slope?

I don't think maxslope has anything to do with that, maxslope only defines if a unit CAN get on the slope or not.

Posted: 21 Sep 2006, 11:23
by EXit_W0und
I don't think there is a tag to determine the speed of a unit or its grip on a slope.
I'll post the idea of adding a slope grip tag in the dev forum, its a simple thing to change hopefully and it may well make balancing the slopes alot easier for you modders and mappers. :)

Posted: 21 Sep 2006, 11:26
by FireCrack
I'm preety sure unit speed just interpolates up to max-slope...

Posted: 21 Sep 2006, 11:30
by NOiZE
no i think the current slope and the maxvelocity are taken into account, and as vehicles are faster they get less slowdown from the current slope.

Posted: 21 Sep 2006, 11:45
by EXit_W0und
Aye, the slope speed is calculated here:

float CGroundMoveMath::SpeedMod(const MoveData& moveData, float height, float slope)
{
//Too slope?
if(slope > moveData.maxSlope)
return 0.0f;


//Too depth?
if(-height > moveData.depth)
return 0.0f;
//Slope-mod
float mod = 1 / (1 + slope * moveData.slopeMod);
//Under-water-mod
if(height < 0) {
mod /= 1 - max(-1.0f, (height * moveData.depthMod));
mod*=waterCost;
}
return mod;
}

slopemod is calculated in MoveInfo.cpp as:

md->slopeMod=4/(md->maxSlope+0.001);

Posted: 21 Sep 2006, 22:45
by Caydr
I've been put on some pretty heavy medication for a while. Probably not going to be able to post here much for a couple of weeks.

Posted: 21 Sep 2006, 22:48
by LordMatt
See what you all did? You finally drove Caydr insane! :shock:

Posted: 21 Sep 2006, 22:49
by Snipawolf
I want some!@

Posted: 21 Sep 2006, 22:49
by Snipawolf
Edit: Double postage of DEWM! That sucked

Posted: 21 Sep 2006, 23:24
by Forboding Angel
NOiZE wrote:no i think the current slope and the maxvelocity are taken into account, and as vehicles are faster they get less slowdown from the current slope.
Exactly

Posted: 22 Sep 2006, 05:51
by krogothe
NOiZE wrote:what determines the speed some unit climbs a slope?
At maxslope on land it will move at 20% speed, with more and more speed as the slope decreases. For going downhill it just goes at normal speed and i cba checking how water slows units down

Posted: 22 Sep 2006, 08:39
by TradeMark
I was thinking popup weapons... they get more HP when you close them.

Then i thought solars, they dont seem to get any more HP if you close them? would be nice if they had.

Posted: 22 Sep 2006, 08:58
by KDR_11k
It's a damage muliplier, not a HP boost. Solars do take less damage when closed. Though it won't be much since solars close when they are hit and Spring's delayed explosions do most of the damage in later frames which means even the first shot is mostly blocked by the solar.

Posted: 22 Sep 2006, 09:14
by TradeMark
Yeah... thats what i mean... should be some delay when it gets the damage multiplier.

Posted: 22 Sep 2006, 14:05
by krogothe
i thought it did?

Posted: 22 Sep 2006, 21:00
by esteroth12
KDR_11k wrote:It's a damage muliplier, not a HP boost. Solars do take less damage when closed. Though it won't be much since solars close when they are hit and Spring's delayed explosions do most of the damage in later frames which means even the first shot is mostly blocked by the solar.
as of 1.5 or so solars had a 0.5 damage multiplier when closed, 1.0 when open

adv solars had a lot more hp and a permanent 0.9 damage mult

Posted: 23 Sep 2006, 00:20
by LordMatt
Min3mat wrote: and Caydr we need a release within 24 hrs
GATOR IMBA
it is starting to make spring unplayable even for me now, release at the least a quick gator fix or just everything you've done so far.
PLEASE
pretty pretty pretty please

Owh and if a lot of ppl would just say 'yes' or something to make this issue brought to his attention faster that would be great
+1 At this point you have to expend far more micro time with kbots just to break even and if you are an arm player, flash really aren't an option yet.

Posted: 23 Sep 2006, 01:36
by MR.D
Flashes get smoked by Gators, yes its true... but it seems mostly with the flash tanks slow reaction time and turret tracking ability than anything else.