Forged Alliance Forever Forged Alliance Forever Forums 2015-06-29T04:34:46+02:00 /feed.php?f=2&t=9863 2015-06-29T04:34:46+02:00 2015-06-29T04:34:46+02:00 /viewtopic.php?t=9863&p=102407#p102407 <![CDATA[Re: wrecks collision]]> Statistics: Posted by =M.V.K.= — 29 Jun 2015, 04:34


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2015-06-01T13:57:30+02:00 2015-06-01T13:57:30+02:00 /viewtopic.php?t=9863&p=100764#p100764 <![CDATA[Re: wrecks collision]]>
rxnnxs wrote:
if you want to know how blocking wrecks feel, play Total Annihilation!
with the new patch it runs flawless, has a mini map over the full screen activated by the mouse wheel. just give it a try.
and by the way.. pathfinding was hard just as nowaday but cpu power was way less. and they did implement it just as they implemented the terrain height as a way to shoot projectiles further..



It's totally possible to shoot further with a weapon by comparing the height of the attacker vs the target, then adjust the projectile speed accordingly.

Resin

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:57


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2015-06-01T13:55:55+02:00 2015-06-01T13:55:55+02:00 /viewtopic.php?t=9863&p=100763#p100763 <![CDATA[Re: wrecks collision]]>
Domino wrote:
hey,

Seems straight forward to me, on engi death resize its hitbox to 0 (if on water) do sink animation, create wreck on seabed with correct hitbox...

i think that land wrecks should block paths and gunfire, but gun fire also destroys them, but i also think that wrecks should auto destroy after x amount of time when not reclaimed to save some sim calculations.

a mod to do this wouldnt be hard to make.


Remember I made this years ago... WOF (Weight of Fire)

Resin

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:55


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2015-06-01T13:54:41+02:00 2015-06-01T13:54:41+02:00 /viewtopic.php?t=9863&p=100762#p100762 <![CDATA[Re: wrecks collision]]>
ZLO_RD wrote:
I thought it can be some kind of mod, just for fun (like shields that reflect projectiles, fun and laggy xD)
And in case of lag problems can just play smaller games.

Engies that die on water for some reason will take long time to sink, and they still block shots while they do that, and they oly turn into wreck when reach bottom, maybe there is a way to make them turn into wreck right away and then make wreck sink...

or there is some other problem, cause ships looks not have this problem.


Yes and no... The slider function can only be applied to a unit, hence soon as a unit dies and becomes a wreck, it's no longer considered a unit. Once that happens the only way to draw a wreck down is to use a helper entity.

Resin

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:54


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2015-06-01T13:52:25+02:00 2015-06-01T13:52:25+02:00 /viewtopic.php?t=9863&p=100761#p100761 <![CDATA[Re: wrecks collision]]>
DeimosEvotec wrote:
keyser wrote:and what about engie dying on water ?

My guess would be that it has to do with the sinking animation.
Does it happen with any other units?

Edit: yes, it's the sinking animation and yes happens to all units on water.
With some it's less noticeable because of their hitbox.
It's probably caused because the units don't turn into a wreck immediately but sinks to the ground as a whole.
So it's not really a bug but I can see the annoyance, it might cause.
Since I don't know if we can change the hitbox after they're killed but before they turn into wrecks,
the only solution that comes to my mind is to increase the speed of the sinking animation.
That is if we should change it at all.



Not all units have a "sinking animation" and as such would either require one to be made or use a slider to drag the dead unit under before the death event completes.

Resin

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:52


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2015-06-01T13:50:21+02:00 2015-06-01T13:50:21+02:00 /viewtopic.php?t=9863&p=100760#p100760 <![CDATA[Re: wrecks collision]]>
keyser wrote:
and what about engie dying on water ?



They should sink...

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:50


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2015-06-01T13:49:19+02:00 2015-06-01T13:49:19+02:00 /viewtopic.php?t=9863&p=100759#p100759 <![CDATA[Re: wrecks collision]]>
ZLO_RD wrote:
Air units never collide with each other, so whould wrecks collide? Also not having collision means that planes can form tight blobs where alot of planes overlap with each other, so if one suddenly dies, it will instantly collide with other planes..

But wrecks blocking land units or shots is awesome idea for a mod



Wreck blocking movement would be bad but I'm all for blocking shots!

+1

Resin

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:49


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2015-06-01T13:47:31+02:00 2015-06-01T13:47:31+02:00 /viewtopic.php?t=9863&p=100757#p100757 <![CDATA[Re: wrecks collision]]>
Hellcat wrote:
Units would be stuck too much on battlefield that way :O ! Imagine that advantage for harby able to reclaim
That would encourage to spam way more engies to mix in an army
this feature would be annoying dt you think ?!
Are you saying that in a way you want wrecks to collide with units on the field or you want engies not blocking missile on water ie ?


If wrecks had a decay timer this wouldn't be an issue as the map would auto clear after the wreck as active past a preset period of time.

Resin

Statistics: Posted by Resin_Smoker — 01 Jun 2015, 13:47


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2015-06-01T12:12:39+02:00 2015-06-01T12:12:39+02:00 /viewtopic.php?t=9863&p=100756#p100756 <![CDATA[Re: wrecks collision]]>
i would like to see wrecks as a barrier.
noone else?

the question is still there.. is this modable and can the engine handle this?
well.. keyser was asking about water, so this is really answered.

what TA was capable of, SC isnt anymore. well, thats a shame but thats how it is today. it looks better, but under the hood it is a backstep.
not to speak of SC2..

and to be honest, TA had also one big problem: the pathfinding.. :-)

Statistics: Posted by rxnnxs — 01 Jun 2015, 12:12


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2015-05-26T21:29:22+02:00 2015-05-26T21:29:22+02:00 /viewtopic.php?t=9863&p=100525#p100525 <![CDATA[Re: wrecks collision]]> with the new patch it runs flawless, has a mini map over the full screen activated by the mouse wheel. just give it a try.
and by the way.. pathfinding was hard just as nowaday but cpu power was way less. and they did implement it just as they implemented the terrain height as a way to shoot projectiles further..

Statistics: Posted by rxnnxs — 26 May 2015, 21:29


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2015-05-25T15:43:47+02:00 2015-05-25T15:43:47+02:00 /viewtopic.php?t=9863&p=100486#p100486 <![CDATA[Re: wrecks collision]]>
keyser wrote:
i always wondered why wrecks can't collide with unit...

well they tried it with PA :/ .................

Statistics: Posted by tatsu — 25 May 2015, 15:43


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2015-04-28T16:00:41+02:00 2015-04-28T16:00:41+02:00 /viewtopic.php?t=9863&p=99242#p99242 <![CDATA[Re: wrecks collision]]> antinuke missile can be stop by a wreck. But a nuke missile can't be stop by a wreck.

Statistics: Posted by keyser — 28 Apr 2015, 16:00


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2015-04-28T14:34:23+02:00 2015-04-28T14:34:23+02:00 /viewtopic.php?t=9863&p=99235#p99235 <![CDATA[Re: wrecks collision]]>
keyser wrote:
i always wondered why wrecks can't collide with unit...

like a ahwassa that is crashing, will get through a SR for exemple, without damaging it...
or any crashing plane won't collide with a nuke...

and i would like to understand why engie dying on water can still block missile ? It happen a lot that a dying engie will block 2-3 shoot from my frigate while dying... That's why when i succeed to get a frigate in my opponent BP, i need to queue engie that are away from each other....

I actually did have a strat wreck intercept an smd missile allowing me to nuke 2 coms. I posted the replay on sheppy's awesome thread. I think it's on page 34 and it happens at about minute 32 I think.

Statistics: Posted by Rapier31 — 28 Apr 2015, 14:34


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2015-04-28T13:23:13+02:00 2015-04-28T13:23:13+02:00 /viewtopic.php?t=9863&p=99230#p99230 <![CDATA[Re: wrecks collision]]>
Seems straight forward to me, on engi death resize its hitbox to 0 (if on water) do sink animation, create wreck on seabed with correct hitbox...

i think that land wrecks should block paths and gunfire, but gun fire also destroys them, but i also think that wrecks should auto destroy after x amount of time when not reclaimed to save some sim calculations.

a mod to do this wouldnt be hard to make.

Statistics: Posted by Domino — 28 Apr 2015, 13:23


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2015-04-28T09:28:57+02:00 2015-04-28T09:28:57+02:00 /viewtopic.php?t=9863&p=99225#p99225 <![CDATA[Re: wrecks collision]]> And in case of lag problems can just play smaller games.

Engies that die on water for some reason will take long time to sink, and they still block shots while they do that, and they oly turn into wreck when reach bottom, maybe there is a way to make them turn into wreck right away and then make wreck sink...

or there is some other problem, cause ships looks not have this problem.

Statistics: Posted by ZLO_RD — 28 Apr 2015, 09:28


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