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Working melee (more or less)

Posted: 22 Jun 2007, 16:13
by imbaczek
Still not perfect due to pathfinding issues, but:

http://neoteric.pl/~imbaczek/spring/melee_working.avi (xvid codec or download VLC.)

I'll post a patch shortly. (It includes KDR's weaponMuzzlePos patch.)

This is almost stock gundam 1.11. The only difference is in the beamsword weapon - it gained three extra tags:

Code: Select all

minintensity=1.0;
targetborder=1.0;
cylindertargetting=1.0;
minIntensity is a beamlaser-specific tag which allows you to adjust minimum damage (it normally is proportional to distance traveled by the beam.) Not to be confused with intensity tag, which controls visuals.

targetBorder defines a virtual new sphere of radius unit_radius*tag_value, which point closest to the attacker gets aimed at (instead of target's center.)

cylinderTargetting is a float that makes the weapon test range in 2d instead of 3d, but only up to a height difference given by attacker_radius*tag_value. This really needs a picture to explain why it's needed... maybe I'll make one after I prepare the patch.

PF issues can be reduced by using KDR's alternate script (allow attacking from every angle). (I hope ;p)

Posted: 22 Jun 2007, 16:27
by [KnoX]ElementalGizmo
NICE ONE!

Animation still needs a lil work but its a big step forward dude! I hear people have been working on melee for quite some time, congrats to all involved :P

Posted: 22 Jun 2007, 16:30
by KDR_11k
Keep in mind I haven't tested the patch for all weapontypes yert, it shouldn't be committed before that's done.

Posted: 22 Jun 2007, 16:34
by pintle
Awesome

Posted: 22 Jun 2007, 16:35
by imbaczek
KDR: Ok.

A distributed VCS would be of great help now. Tell me when your patch gets committed to svn so I can submit mine without dependencies.

Posted: 22 Jun 2007, 16:49
by KDR_11k
I haven't submitted it for committing yet. You can include it with your patch but I wanted to warn you to check if all weapontypes work properly.

Posted: 22 Jun 2007, 19:10
by imbaczek
Patch submitted in the same place as before - http://spring.clan-sy.com/mantis/view.php?id=550. KDR's patch included only in BeamLaser.cpp, all other weapons still use weaponPos (I'm not sure if it still makes sense, but it worked before, so...)

Posted: 22 Jun 2007, 20:13
by KDR_11k
That won't compile, I've defined weaponMuzzlePos in the weapon.h and .cpp.

Posted: 22 Jun 2007, 20:17
by 1v0ry_k1ng
holy crap the gundam building explosions look straight outa C&C 3, nice one. more to the point, MELEE WORKS :D

Posted: 22 Jun 2007, 21:18
by KDR_11k
I've run a test through all weapontypes (including Rifle and Melee) AFAIK, none seemed to have messed up.

EDIT: Whoops, it messed emit-sfx up.

Posted: 23 Jun 2007, 12:53
by SwiftSpear
Most anti climactic video for a feature release ever :P

Massively excited about this one still :)

Posted: 23 Jun 2007, 13:24
by imbaczek
KDR_11k wrote:That won't compile, I've defined weaponMuzzlePos in the weapon.h and .cpp.
I was not precise - your patch is included in weapon.cpp as the changelog states, but only beamlaser actually uses weaponMuzzlePos.