Medieval RTS? - Page 3

Medieval RTS?

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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

Re: Medieval RTS?

Post by Argh »

No, it's not using a secondary, it's adjusting the range of the primary, and the unit AI will adjust its approach distance at that point. That part works, I'm entirely certain (i.e., it's in P.U.R.E. RC3, see implementation of multirange artillery).

It's also quite a lot less of a "hack". More of a "solution". I have a couple of other things, but I'm fairly certain that's the best one to use- it's reasonably fast and foolproof, since it resets during aim cycles, and you can adjust the range back to the max during "recovery", instead of doing a traditional AimWeapon / RestoreAfterDelay. Just have aiming be instant otherwise, triggering an animation, and voila, HTH.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Medieval RTS?

Post by smoth »

I'd like to see the actual melee weapon in spring work though. Right now it still isn't using the targetborder tag even when it is given the tag. But yeah I agrea this is much better than that old hack. I am not sure if there are ways to optimize it or not but hey neat lua

I don't want to give up on the weapon the devs were implementing but the targetborder thing isn't working. :\
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Medieval RTS?

Post by imbaczek »

smoth: i'm aware of that, no time to look into it though, unfortunately.
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