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Zero-K v1.4.7.0 (and earlier)

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Date Editor Before After
7/9/2016 6:59:32 PMCHrankivand before revert after revert
7/9/2016 6:51:42 PMCHrankivand before revert after revert
Before After
1 @Klon, "doomed" flag for regular damages (like for scalpel/rapier/defender projectiles) is set when sum of projectile damages, launched towards this unit, is greater or equal to the current health of unit. Basically: 1 @Klon, "doomed" flag for regular damages (like for scalpel/rapier/defender projectiles) is set when sum of projectile damages, launched towards this unit, is greater or equal to the current health of unit. Basically:
2 [quote]doomed=incomingDamage>=target.health[/quote] 2 [quote]doomed=incomingDamage>=target.health[/quote]
3 \n 3 \n
4 "Doomed" flag then is taken into account in the target priority evaluation, such as that "doomed" unit is de-prioritized. 4 "Doomed" flag then is taken into account in the target priority evaluation, such as that "doomed" unit is deprioritized.
5 Similarly, gadget deprioritizes disarmed or EMPed target. The issue is that EMP or disarm doesn't cause target to cease, and partial paralysis or disarm state, which inevitably occurs as unit recovers from EMP/disarm shot, is not handled properly.