Bug in 4796 - Paralyzer

Bug in 4796 - Paralyzer

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Post Reply
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Bug in 4796 - Paralyzer

Post by Forboding Angel »

Paralyzers don't work in svn 4796.

They paralyze to 112%, if you pay attention, in the current version it has to reach 120% to actually paralyze anything.
User avatar
jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Post by jK »

No, it seems you are using the healthbars widget ^^

The 120% are hard coded in the widget. But the unit is already stunned with >100% (the newest version of the widget indicates with a nice flashing effect). Also each weapon has a max paralyze time, so it isn't guaranteed that the emp bar reachs 120% and on the other side a lot of weapons go above 120% (the widget cut those).

Btw, i already wrote a new version (included with CA) that's replace the 100-120% text with the real remaining stunned time (and it contains a new shield bar ^^).
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

jK wrote:No, it seems you are using the healthbars widget ^^

The 120% are hard coded in the widget. But the unit is already stunned with >100% (the newest version of the widget indicates with a nice flashing effect). Also each weapon has a max paralyze time, so it isn't guaranteed that the emp bar reachs 120% and on the other side a lot of weapons go above 120% (the widget cut those).

Btw, i already wrote a new version (included with CA) that's replace the 100-120% text with the real remaining stunned time (and it contains a new shield bar ^^).
Then why are the tanks still aiming and shooting?

I can provide video if you want proof.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NM, To quell argument that I don't care for here is video proof.

THings to note, the units with the blue lasers do 500 paralyze damage per shot with noexplode, also, the lasers are beamweapons not beamlasers. Another thing, the units trying to paralyze have 0 reloadtime.

Notice that the heavytanks have full paralyze bars the moment that shots hit them.

Now, will soemone please fix this?

http://forbodingangel.zjt3.com/4796%20p ... orking.wmv
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I might have had the same issue, my DOSes in KP didn't seem to properly paralyze until I upped the paralyzetime (they had 2, now it's 3 or 4). The DOS takes much longer to paralyze something than the paralysis takes to wear off afterwards. It worked with multiple DOSes but one alone couldn't keep the stun up.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

mine is five :/

But this is dumb. It should work as advertised. Plus, my guys are almost instastun.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

So.... any news?
Post Reply

Return to “Engine”