Working melee (more or less)
Posted: 22 Jun 2007, 16:13
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:
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)
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;
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)