Re: Medieval RTS?
Posted: 10 Dec 2008, 04:03
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.
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.