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weapon falloff rate

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Date Editor Before After
5/16/2022 9:29:43 PMNOrankskuggmodzer0 before revert after revert
5/16/2022 9:27:45 PMNOrankskuggmodzer0 before revert after revert
5/16/2022 9:26:19 PMNOrankskuggmodzer0 before revert after revert
5/16/2022 9:25:54 PMNOrankskuggmodzer0 before revert after revert
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5/16/2022 8:57:35 PMNOrankskuggmodzer0 before revert after revert
5/16/2022 8:47:41 PMNOrankskuggmodzer0 before revert after revert
Before After
1 Thanks, thats an very helpful response. Complete with references to source code. 1 Thanks, thats an very helpful response. Complete with references to source code.
2 \n 2 \n
3 Currently reading around a bit more. I am curious to see how the comm will choose what to shoot at when it has two distinct weapons. One case I have observed that the comm will often/sometimes prioritize a longer-range weapon so that the second weapon is idled, despite target options where both could be employed. 3 Currently reading around a bit more. I am curious to see how the comm will choose what to shoot at when it has two distinct weapons. One case I have observed that the comm will often/sometimes prioritize a longer-range weapon so that the second weapon is idled, despite target options where both could be employed.
4 \n 4 \n
5 Kind of odd perhaps to ask code/dev questions on this forum, but hey: I see there is a proximityPriority set on various weapons and never apparently used in the ZK code, whereas there is also a proximity_priority set on customParams which is used in ZK code, but only for one unit. I guess any targeting decisions that give special consideration to the heatray would be in the Spring engine. I haven't dug all that deep. EDIT: OK yes I see where that is handled in the auto-target code in Spring. Now to understand how ZK might use that. EDIT3: I guess it is choosing a suitable target for the first weapon and only asking the second if the first is not able to find anything that works, so when building your comm, choose the short-ranged weapon first. ( CMobileCAI::GenerateAttackCmd( ) : [url=https://github. com/spring/spring/blob/a8cf33ad1d2ac775e6008cd04baa7e859d1f23ec/rts/Sim/Units/CommandAI/MobileCAI. cpp#L1113]https://github. com/spring/spring/rts/Sim/Units/CommandAI/MobileCAI. cpp#L1113[/url]) 5 Kind of odd perhaps to ask code/dev questions on this forum, but hey: I see there is a proximityPriority set on various weapons and never apparently used in the ZK code, whereas there is also a proximity_priority set on customParams which is used in ZK code, but only for one unit. I guess any targeting decisions that give special consideration to the heatray would be in the Spring engine. I haven't dug all that deep. EDIT: OK yes I see where that is handled in the auto-target code in Spring. Now to understand how ZK might use that. EDIT3: I guess it is choosing a suitable target for the first weapon and only asking the second if the first is not able to find anything that works, so when building your comm, choose the short-ranged weapon first. ( CMobileCAI::GenerateAttackCmd( ) : https://github. com/spring/spring/blob/a8cf33ad1d2ac775e6008cd04baa7e859d1f23ec/rts/Sim/Units/CommandAI/MobileCAI. cpp#L1113 )
6 \n 6 \n
7 Would be handy if the two comm cannons were not co-axial. ;) 7 Would be handy if the two comm cannons were not co-axial. ;)
8 \n 8 \n
9 Commanders running around in the chaos are the best part of the game. 9 Commanders running around in the chaos are the best part of the game.