Plasma_Wolf wrote:
There is one effect that may cause a bit of trouble: suppose that the value dmg_incoming > unit health. Then the missile will search for another target, but the target has gained veterancy before dmg_incoming has been dealt as actual damage.
Then you'll have a couple of missiles wasted on another target, while the possible primary target survives...
I know that the chance of this occuring and having a serious effect is low, due to the speed of the missiles, the rarity of air experimentals actually making it to a base and gaining veterancy and being able to do more damage all of a sudden (normally they either level a base anyway or get killed before taking more than 2 shields down). I also think the current script is preferable to a script that allows a little overkill on experimentals to gain veterancy (what if they don't? Then you also waste missiles), but is there some way, somehow, that this problem can also be dealt with?
This shouldn't be an issue as I'll be testing the targets "current" health per each instance...
Now once a missile re-targets and is locked onto another unit it is set unless the conditions allow it to retarget again, impact (doing damage), or its lifetime expires. the missile reaching the end of its lifetime will 100% kill it so do go expecting the a missile will be able to travel much beyond it's blueprint set MaxRange.
ResinStatistics: Posted by Resin_Smoker — 20 Feb 2014, 18:02
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