MegaGlest Forum
MegaGlest => Bug reports => Closed bug reports => Topic started by: modman on 24 February 2010, 03:56:59
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Hey titi, since I think I just read that you'll have a few days to spare, a worthy project might be to fix the <damage-all value="true"/> bug. As we know, this feature doesn't really work in Glest. Do you think it would take a long time to fix? Or maybe fixing this would break something else, or would make my much-anticipated MegaGAE merger very difficult...
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I don't know this bug? please describe a bit more
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... <damage-all value="true"/> bug.
What's wrong with that?? true works just fine :P
I don't know this bug? please describe a bit more
However... if, for example, you change the archmage's ice nova skill to this,
<splash value="true">
<radius value="3"/>
<damage-all value="false"/>
<particle value="true" path="particle_splash.xml"/>
</splash>
What you get is,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/splash1.jpg)
damage to your allies.
Desired behaviour is,
(http://i687.photobucket.com/albums/vv231/silnarm/glest/splash2.jpg)
no damage to your allies.
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Oh this, but this is not a real bug! I like it as it is now, why should I change it?
update: Probably I can make a new switch which gives the desired behaviour for new units/factions, but I still don't know if this is a good thing.
A real benefit would be some kind of multiattack! So a unit can attack several units at once. This can be combined with cool visual effects !
Something like an electrical shocker for example.
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Oh this, but this is not a real bug!
It isn't?? What is the purpose of damage-all then? As far as I'm aware, all magitech units with a splash attack have <damage-all value='true'/>, make it work like it's meant to and nothing changes, you don't want to use it? Keep setting it to true.
I like it as it is now, why should I change it?
Because the world doesn't revolve around you? Because someone requested it?
Do you want other people to make mods using megaglest, or is it merely for new things you and the v-bros want?
update: Probably I can make a new switch which gives the desired behaviour for new units/factions, but I still don't know if this is a good thing.
That's presumably what damage-all is there for, it just doesn't work (in vanilla-glest anyway)... no need for a new 'switch'.
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oh sorry you are right, it is a bug / I got it wrong!
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Ok I found it and I think I fixed it, but I have to test it .
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Good I hope you can fix all the bugs that are found.
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A real benefit would be some kind of multiattack! So a unit can attack several units at once. This can be combined with cool visual effects !
Something like an electrical shocker for example.
I was thinking of something like this a while ago, or just different kinds/shapes of splashes in general. For example, a bullet that keeps going in a line (damaging the target and the units behind him), or a shock wave that shoots forward in an arc/half-circle.
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I tested a bit and I'm not very happy with the result!
I think a unit that is directly hit should be effected by the shot even if its from the same team or an ally!
I will do it this way, so you can test it. This is how it is now:
000
010
000
If you shoot at the 1 the 1 gets damaged same team/ally or not. Only the "0"s are not effected if they are from the same team/ally .
What do you think of this behaviour ?
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Perfect! ;)
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So the projectile can hurt your allies, but the splash won't, correct?
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I tested a bit and I'm not very happy with the result!
I think a unit that is directly hit should be effected by the shot even if its from the same team or an ally!
...
What do you think of this behaviour ?
This has the bonus of being consistent with how GAE does it, which can't be a bad thing ;)
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Correct, because the attacks target will be at the 1(if the target is moving, well, the splash will do it's job).
I can do my own representation that's more detailed that Titi's if you'd like.
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sounds good Titi, perfect.
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A real benefit would be some kind of multiattack! So a unit can attack several units at once. This can be combined with cool visual effects !
Something like an electrical shocker for example.
I found this on the GAE wikia site:
<trajectory type="random"> <!-- Still fairly experimental, but used for lightening effects (has lots
of room for improvement!) This snippet taken from the FPM v0.2
priestess unit (unreleased at the time of this writing). -->
<speed value="100.0"/>
<scale value="0.3125"/> <!-- The degree to which the trajectory at each elbow may vary, 1 = 360
degrees (the example of 0.3125 being 112.5 degrees of possible
variance) -->
<frequency value="8"/> <!-- How often the attack particle system randomizes it's path,
creating an elbow. -->
</trajectory>
Maybe it would be similar to this? Attacking multiple units at once is a good idea. This is also a bit similar to what splash does already, though.
I tested a bit and I'm not very happy with the result!
I think a unit that is directly hit should be effected by the shot even if its from the same team or an ally!
Great! Version 3.2.5, then? This pushes MegaGlest over the top! I really want to play with the XMLs now and make some cool effects.
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I tested a bit and I'm not very happy with the result!
I think a unit that is directly hit should be effected by the shot even if its from the same team or an ally!
...
What do you think of this behaviour ?
This has the bonus of being consistent with how GAE does it, which can't be a bad thing ;)
I'm not sure I got that right, silnarm... In GAE, does the dammage-all value="false" damage the target (even if it's an ally) or does it never damage allies?
(I can see pros and cons on both cases, so it's just a question of know how it works...
;D )
BTW, titi, though OT, MegaGlest was a good idea but it seems to be fixing stuff that was already fixed in GAE...
Why don't you guys do something like:
GAE - cutting edge experimental - all new whacky goodies in here but... no stability guarantees...
MegaGlest - all GAE's stable features - might miss a few goodies but all those included would be properly tested and working. ;)
I think it makes more sense this way than to be basing your work on something that is bugged and abandoned (glest) though many of those bugs were already fixed in another engine (GAE).
Then again... I'm not coding any of it so... ;D
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This has the bonus of being consistent with how GAE does it, which can't be a bad thing ;)
I'm not sure I got that right, silnarm... In GAE, does the dammage-all value="false" damage the target (even if it's an ally) or does it never damage allies?
It damages the target regardless, but the 'splash' does not damage allies, exactly as titi has done.