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targetMoveError

Posted: 15 Sep 2005, 04:29
by GrOuNd_ZeRo
TargetMoveError seems like a nice feature, great way to deter units from firing at fast flying aircraft, but how does it work? what does the number mean you can put behind it? I noticed that 2000 makes it completely ignore moving targets, but what do the numbers mean?

Posted: 28 Oct 2005, 01:57
by Caydr
Bump. This REALLY needs to be better-documented.

Posted: 28 Oct 2005, 10:21
by SJ
It adds a fraction of the targets speed (per second) as a random error to the targetting. So if the target moves 50 units per second and the targetmoveerror is 0.5 a random error of 25 will be added to the target position.

Posted: 28 Oct 2005, 17:37
by GrOuNd_ZeRo
I kinda figured this out when looking at the annihilatior script...

Posted: 04 Nov 2005, 19:29
by Caydr
Hm... Alright. Does it only apply to laser weapons? I tried putting it on rockets and didn't seem to get any result.