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.
Medieval RTS?
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Re: Medieval RTS?
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. :\
I don't want to give up on the weapon the devs were implementing but the targetborder thing isn't working. :\
Re: Medieval RTS?
smoth: i'm aware of that, no time to look into it though, unfortunately.