MegaGlest Forum

MegaGlest => Bug reports => Topic started by: Ishmaru on 29 January 2011, 23:25:49

Title: reduced damage due to slow moving projectiles bug
Post by: Ishmaru on 29 January 2011, 23:25:49
Hi another little glitch i found:

If a ranged unit fires a projectile then a move command is given before the projectile reaches its target the amount of damage would be less than if the unit was left in its attack cycle. This reduce damage effect is not due to variable damage, i've experimented with units with out variable damage just base damage.
This is problematic with: Slow moving projectiles, long range attack (15+ squares), and projectiles that are fired toward the end of the animation cycle. For my case it interferes with a unit that's designed for hit and run attack.

I'm using MegaGlest but i think projectiles are calculated the same on Glest and GAE.

Thanks again!
Title: Re: reduced damage due to slow moving projectiles bug
Post by: titi on 2 February 2011, 22:07:05
Yes its exactly like it should be! Its a very cool feature and not a bug!
Title: Re: reduced damage due to slow moving projectiles bug
Post by: Zoythrus on 2 February 2011, 22:11:03
Yes its exactly like it should be! Its a very cool feature and not a bug!

wait, why? this seems like a problem that should be fixed!
Title: Re: reduced damage due to slow moving projectiles bug
Post by: John.d.h on 3 February 2011, 01:10:33
Yes its exactly like it should be! Its a very cool feature and not a bug!
How does that make sense?  You fire an arrow then move, and the arrow hurts less? :confused:
Title: Re: reduced damage due to slow moving projectiles bug
Post by: ElimiNator on 3 February 2011, 06:52:33
Don't you meant if the unit the arrow is intended for gets less damage because the arrow missed?
Title: Re: reduced damage due to slow moving projectiles bug
Post by: Ishmaru on 3 February 2011, 16:32:34
Don't you meant if the unit the arrow is intended for gets less damage because the arrow missed?

The target never moves (so he is directly hit, no misses) its the attacker who is moving before the projectile reaches its target. Thus somehow reducing damage.
Title: Re: reduced damage due to slow moving projectiles bug
Post by: ElimiNator on 3 February 2011, 21:45:07
Don't you meant if the unit the arrow is intended for gets less damage because the arrow missed?

The target never moves (so he is directly hit, no misses) its the attacker who is moving before the projectile reaches its target. Thus somehow reducing damage.
O, I didn't know that...
Title: Re: reduced damage due to slow moving projectiles bug
Post by: Ishmaru on 5 February 2011, 20:51:20
The only way i know to work around (non-source editing) is to make sure that the projectile reaches its destination BEFORE his (the attacker) attack animation ends. As long as projectile is still active, or hasn't been fired yet and his attack animation has not ended, he can not follow an order. so he will remain in attack mode, therefore preventing this.

Its an issue with the hero character in Annex, who has an ability to call down a nuke strike at a target. I wanted her to spawn the projectile far away from herself (to simulate a missile being fired off screen) toward the end of her long attack animation cycle (to give the defending player a chance to prevent the launch by killing her). After launch but before nuke impact the player would be able to move her away from the blast zone, however due to this glitch if she does move the nuke will do far less damage than if she stayed and continued to target. :(
Title: Re: reduced damage due to slow moving projectiles bug
Post by: silnarm on 6 February 2011, 00:01:29
I was unable to reproduce this, so I would suggest it is a MG only bug.

I think titi simply misunderstood you, and I think this will probably be fixed in MG before too long :)
Title: Re: reduced damage due to slow moving projectiles bug
Post by: titi on 15 March 2011, 12:45:48
I moved this topic here so it does not get lost!
Ishmaru can you give us a unit-xml example of something that will cause it?

Title: Re: reduced damage due to slow moving projectiles bug
Post by: Ishmaru on 16 March 2011, 13:15:50
Here is xml of unit and projectile with problem:

(click to show/hide)

(click to show/hide)

note that unit "super skill" is the skill in question. The attack animation is about 120 frames its suppose to be long. and projectile is launched near end. Attack start time is 0.9.
The problem can be seen in this video:
http://www.youtube.com/watch?v=TR61-x3Jz-A

Hope this helps!
Title: Re: reduced damage due to slow moving projectiles bug
Post by: titi on 5 April 2011, 13:42:15
refresh
Title: Re: reduced damage due to slow moving projectiles bug
Post by: titi on 7 April 2011, 22:09:34
I verified this very carefully and I cannot establish this bug!
You must have done some thing wrong. Maybe you had set the attack var of the attack skill to something != 0
ich you set
<attack-var value="0"/>
You always get the same damage without variation.

 I tried it with an attack and always got the same order of damages in a game. So everything is ok here!

Title: Re: reduced damage due to slow moving projectiles bug
Post by: Ishmaru on 9 April 2011, 20:15:05
The attack var value is 0  ::)... This happens to all my units when under same circumstances. no worries I have work around. Just need to make projectile reaches target before someone can move attcker.
Title: Re: reduced damage due to slow moving projectiles bug
Post by: Hagekura on 9 April 2011, 22:08:44
I have experienced same problem when shinobi throws bomb. If shinobi withdraws before his bomb reaches target, the bomb damge is significantly reduced.
btw the nuke attack showed in the vid is very cool.
Title: Re: reduced damage due to slow moving projectiles bug
Post by: titi on 9 April 2011, 23:27:02
maybe this has something to do with splash?
did your attacks use splash?