Hightrajectory tag

Hightrajectory tag

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
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Hightrajectory tag

Post by Caydr »

It's been brought to my attention that the current hightrajectory system is very inflexible. In the case of a unit with multiple weapons (on an engine that supports up to 16, not unlikely), all of them must be either high or low.

There needs to be a way to define this on a weapon-by-weapon basis in
the FBI. I suggest it's done as follows:

Weapon1=gaussgun;

Weapon2=Plasmagun;
hightrajectory2=2;

Weapon3=bigartillery;
hightrajectory3=1;

Weapon4=plasmagun;
hightrajectory4=2;

This way, weapon 1 is always firing low-arc. Weapon 3 is always firing high-arc. Weapons 2 and 4 use a single toggle switch as it is now, to define whether they fire high or low.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Should help on my mod if it works, humans will use a lot of weapons, the artillery should defend itself, if only slightly, lol

Chainguns aimed up would suck
User avatar
centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

I second this, mucho important for Gear Commander to work right.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

hmm, not a big deal, the Trajectoryheight is 100% because you can better controll the arc. Honestly hightrajectory needs to be phased out and instead we need to be able to use Trajectoryheight on all weapon types
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

smoth wrote:hmm, not a big deal, the Trajectoryheight is 100% because you can better controll the arc. Honestly hightrajectory needs to be phased out and instead we need to be able to use Trajectoryheight on all weapon types
Or not.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

high trajectory has the advantage of being able to be setup as a toggle, but yeah it definately needs to be set up in a per weapon basis.. and Hightrajectory would be nice as a universal weapon tag
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Also important for multi-weapon ships for 1944.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

someone make a patch
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NOiZE wrote:someone make a patch
bolstering your postcount there noize? :twisted:
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I think that's at least the fifth "someone make a patch" post I've seen from him in recent weeks >_>
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

it's my new motto :-)
User avatar
centurion-1
Posts: 169
Joined: 31 Jan 2006, 20:53

Post by centurion-1 »

So smoth how does the trajectoryheight work? What kind of tag is that, weapon or unit?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Goes as a weapon tag. look at the weapon the guntank fires.

It is written like: Trajectoryheight=1;
The above is 45 degrees btw.

Anyway, you may need: smoketrail=1;
So the game will classify it as a missile and it will work.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

*eyes up Noize suspiciously*
Post Reply

Return to “Engine”