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B688084 3 on SailAway (Bots)

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Date Editor Before After
2/25/2019 12:50:50 PMUAranklamer before revert after revert
Before After
1 [url=https://github.com/rlcevg/CircuitAI/blob/4a7112afaee845ea3fd17dbd977d333aa2200886/src/circuit/task/fighter/AttackTask.cpp#L295]Done.[/url] :P 1 [url=https://github.com/rlcevg/CircuitAI/blob/4a7112afaee845ea3fd17dbd977d333aa2200886/src/circuit/task/fighter/AttackTask.cpp#L295]Done.[/url] :P
2 \n 2 \n
3 Except that waterline is hardcoded, and it's not 0 (but negative value) because we want to attack pesky grizzly if it just started to submerge. 3 Except that waterline is hardcoded, and it's not 0 (but negative value) because we want to attack pesky grizzly if it just started to submerge.
4 Hence the issue is to calculate the bottom (for subs) and upper (for land/air) boundaries of unit's hitbox. And i'm afraid it's not related to unit's model height and position (not quite sure how to calculate it with AI API). 4 Hence the issue is to calculate the bottom (for subs) and upper (for land/air) boundaries of unit's hitbox. And i'm afraid it's not related to unit's model height and position (not quite sure how to calculate it with AI API).
5 \n 5 \n
6 I think SUBs weren't swimming in such shallow waters in former times, but i could be wrong. 6 I think SUBs weren't swimming in such shallow waters in former times, but i could be wrong.
7 \n 7 \n
8 Adding SUB to noChaseCategory of units that can attack only above water would fix issue with submarines only indeed; just an option. Having malformed models with position. y above water and hitbox hidden underwater will still cause bad chasing. 8 Adding SUB to noChaseCategory of units that can attack only above water [url=https://github. com/rlcevg/CircuitAI/blob/4a7112afaee845ea3fd17dbd977d333aa2200886/src/circuit/task/fighter/AttackTask. cpp#L303]would fix issue with submarines[/url] only indeed; just an option. Having malformed models with position. y above water and hitbox hidden underwater will still cause bad chasing.
9 \n 9 \n
10 So what's the full proper way to determine if hitbox is underwater, in water (both sub and land can attack), or over it from AI's API perspective? 10 So what's the full proper way to determine if hitbox is underwater, in water (both sub and land can attack), or over it from AI's API perspective?