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Gauss weapons only *think* they have heightmod

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14 years ago
Put a pit-bull on top of a high cliff. Watch it fire repeatedly at a target that is "in range" but it can't actually reach with its projectile.

For the sake of functionality, Gauss weapons should just switch to being spherically targeted.
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14 years ago
Does this happen due to it's high speed?

no arcing because of high speed?

wow - this engine is really broken!!!
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14 years ago
It is because of noexplode, a noexplode projectile only terminates when it reaches its max range. Obviously the max range for the purposes of noexplode is being calculated differently than its actual range.
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14 years ago
+1 for spherical targeting.

Gauss is fast enough that it can be sphere like.
I would go so far to make gauss like heatrays - have a falloff rate and more range to compensate.
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14 years ago
AUrankAdminSaktoth - out of curiosity, do noexplode weapons proceed through terrain, or is it only units/features that fail to stop them?
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14 years ago
I'm fairly sure pyros can shoot things through steep cliffs as long as they're in range.
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14 years ago
Shooting through terrain is not a feature of noexplode. It's a feature of collideGround = false.
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14 years ago
So do any zk weapons have groundcollide false?
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14 years ago
Yes, flamethrowers.
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14 years ago
... I need to abuse pyros more. They eat factories and large units for breakfast and can jump out of nowhere, and now I find out they can shoot through *walls*.
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14 years ago
we could need some skirmies with warp cannons.
warping projectiles.
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