Wall issues

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Wall issues

Postby Resin_Smoker » 29 Mar 2014, 23:28

I've recently taken a look at the basic wall structures in FAF to see if there could anything done to address some of the issues people have mentioned.

Took a quick look at the walls models and discovered that the walls main bone is the only bone set as the targeted bone and it's the bone closest to the ground. (All four factions) This can lead to shots vs a wall falling short and impacting the ground prior to impacting the wall.

With this in mind it's possible to modify the walls mesh and add a bone that's centered in the mid point of the walls height. This small amount of elevation wont be noticeable to anyone but will allow for shots to properly connect with the walls hit-box vs impacting the ground.
Can maybe attempt to modify the models Tuesday or Wednesday of next week...

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Re: Wall issues

Postby Resin_Smoker » 03 Apr 2014, 20:43

Would like some feed back if possible into why the walls are an issue. Shall start researching this issue and working on a fix shortly.

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Re: Wall issues

Postby Serafijn » 03 Apr 2014, 20:49

Have you considered the possibility that it was implemented as such on purpose?
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Re: Wall issues

Postby ZLO_RD » 03 Apr 2014, 22:13

no one ever noticed cause you almost never attack walls on purpose, and even if you do you usually have some arty
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Re: Wall issues

Postby Plasma_Wolf » 03 Apr 2014, 22:19

I don't really think that it was implemented on purpose. What you now get is that units ordered to attack a wall will not hit it. I don't think that you want a 4K HP wall to have an effective 8K HP.

Another issue is more important I think. We still have the issue that walled PDs are so strong because any unit without splash damage will hit the wall behind the PD. This is also not on purpose, because the wall behind it is hit 50% of the time and the PD itself is hit the other 50% of the time (I may have these percentages wrong but the general issue still stands: hitting a walled PD is a luck based aspect, rather than a wall-effectiveness based aspect).

The only solution to get rid of the luck based aspect is to ensure that the wall behind the PD is no longer hit, but the PD itself. This will be a major balance change because any unit can shoot over a wall and the main reason to build walls around PDs is to ensure that T1 tanks won't hit it anymore. To deal with that, the walls have to be higher, but then T1 PDs are invincible against T1 tanks, no matter how many you have (because if you're going to kill the walls around the PDs with tanks, and then the PDs themselves, then you're wasting so much time you could've waited for the one artillery to come over).

Long story short. This is a wall-related bug that is very annoying, but it may be even more annoying to get rid of it but not lose the strong-but-not-invincibility aspect of the T1 PD.
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Re: Wall issues

Postby Lame » 03 Apr 2014, 22:41

walls behave very weird https://www.youtube.com/watch?v=I6jnFTBfoIo this is a video where zlo showed that building pd first then wall protects pd while making walls first then pd completely negates wall defenses
also i think the wall beeing responsibile for protection is the one behind the pd not the one in front of it
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Re: Wall issues

Postby Resin_Smoker » 03 Apr 2014, 23:25

Serafijn wrote:Have you considered the possibility that it was implemented as such on purpose?


Its not.... from what i'm seeing the speed of the projectile is a major factor. Reason, the walls hit-box is rather small and the projectile could poke through before the impact event registers.

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Re: Wall issues

Postby Resin_Smoker » 03 Apr 2014, 23:25

ZLO_RD wrote:no one ever noticed cause you almost never attack walls on purpose, and even if you do you usually have some arty


What about attacking a PD or other unit behind it ?
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Re: Wall issues

Postby Resin_Smoker » 04 Apr 2014, 01:28

Image

Made the fix and so far it appears to work really well. Notice a slight difference in the Aeon walls hitbox, it's slightly larger than the UEF's. This isnt what does the trick but it does ensure that the mesh is covered completely. Instead the solution was that I had to "reset" the hit-box just after the unit has finished building. This is done via a small script in DefaultUnits.lua.

Code: Select all
------------------------------------------------------------------------------------------
--  File     :  /lua/defaultunits.lua
--  Modded by:  Resin_Smoker
--  Summary  :  Simple hook file to alter walls hitboxes just after they've been built   
--  Copyright © 2014 Gas Powered Games, Inc.  All rights reserved.
------------------------------------------------------------------------------------------

#-------------------------------------------------------------
#  WALL STRCUTURE UNITS
#-------------------------------------------------------------
WallStructureUnit = Class(StructureUnit) {
    LandBuiltHiddenBones = {'Floatation'},
   
    OnStopBeingBuilt = function( self , builder, layer )
      StructureUnit.OnStopBeingBuilt( self , builder, layer )
      local bp = self:GetBlueprint()
      if EntityCategoryContains( categories.T1, self ) then
         self:SetCollisionShape( 'Box', 0, 0.25, 0, 0.5, 0.25, 0.5 )
      end
    end,   
}


Will add the mod to the vault shortly...

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Re: Wall issues

Postby Resin_Smoker » 04 Apr 2014, 02:47

Last edited by Resin_Smoker on 21 Jul 2014, 00:42, edited 1 time in total.
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