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melee

Posted: 13 Sep 2010, 15:43
by Wombat
fast question, is it still fuked ? (i mean, possible to do but not worth coz of shitty effect and lot of work)

Re: melee

Posted: 14 Sep 2010, 05:59
by bobthedinosaur
define worth it? it works, but it may be less than par for your desired effects.

Re: melee

Posted: 14 Sep 2010, 07:44
by Google_Frog
There is no correct answer to this question. Look at the current melee implementations and decide. My opinion is it works.

Re: melee

Posted: 14 Sep 2010, 08:11
by Forboding Angel
Google_Frog wrote:There is no correct answer to this question. Look at the current melee implementations and decide. My opinion is it works.
..ish. It's not perfect, but if you stroke spring the right way you can mroe or less get what you want.

Re: melee

Posted: 14 Sep 2010, 09:46
by Wombat
ok then, 'it works' is the answer i wanted, thx :D

Re: melee

Posted: 14 Sep 2010, 14:54
by smoth
Google_Frog wrote:There is no correct answer to this question. Look at the current melee implementations and decide. My opinion is it works.
List the examples of implementation please

Re: melee

Posted: 14 Sep 2010, 16:35
by Google_Frog
And so it begins....

Check CA Jack and the Halberd in the 1faction branch.

This is why I say look at them an decide. I call those two units melee and they work and if you want to do something like that it can work. Smoth might call melee something else and have extra requirements for what he wants to implement.

Re: melee

Posted: 14 Sep 2010, 17:13
by smoth
No, no, not trying to argue anything it is about time for me to yet again re-evaluate the options. Gundam could really use melee, so I wanted to look at examples. Also, iirc, cursed has an implementation that I also want to look at

Re: melee

Posted: 14 Sep 2010, 17:20
by KDR_11k
Kernel Panic had the Worm using some sort of melee since Corruption and a full melee weapon since Division Zero. The issue is more with how close stuff has to get for the visual weapon to connect, the worm is quite stretchy so it has a melee range of 200 or thereabouts.

Re: melee

Posted: 14 Sep 2010, 17:54
by zwzsg
Well, KP's worm's weapon has an area of effect larger than the largest KP building, so it's kinda cheating.

Re: melee

Posted: 19 Sep 2010, 00:07
by Saktoth
CA Jack (corcan) and 1faction Scythe (spherepole) both use melee weapons. They are nothing more than invisible beamweapons with a very short range which triggers the unit to flail its arms around wildly whenever the weapon is fired.

This is also how cursed does it.

Sometimes the weapon doesnt actually connect, and just pokes in the general direction of the enemy. It is my opinion that this is acceptable (but far from ideal) and we are quite used to seeing this kind of thing in computer games. Units also often crowd around a target bumping into eachother and the pathfinding is not ideal for melee (compare it to Starcraft 2, where the pathfinding is very specifically set up to handle melee) but on the whole its fairly reasonable.

Re: melee

Posted: 19 Sep 2010, 07:55
by KDR_11k
There is a separate Melee weapon, you can use that instead of a beamlaser.