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[quote] Do not poll the actual projectile targets just for the sake of AI. It sounds very slow.[/quote]
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[quote] Do not poll the actual projectile targets just for the sake of AI. It sounds very slow.[/quote]
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Using the new callins linked above, there would be no actual polling.
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Using the new callins linked above, there would be no actual polling.
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[b]On[/b] projectileCreated: (if in managed weapons table) add target to some targets list so you can manage it; add projectile to another table.
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[b]On[/b] projectileCreated: (if in managed weapons table) add target to some targets list so you can manage it; add projectile to another table.
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If projectile is a guided missile and you want to do some retargeting logic here: change projectile target.
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If projectile is a guided missile and you want to do some retargeting logic here: change projectile target.
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[b]On[/b] projectileDestroyed: remove projectile from list; if no live projectiles still point to target, remove that too.
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[b]On[/b] projectileDestroyed: remove projectile from list; if no live projectiles still point to target, remove that too.
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[b]On[/b] unitDestroyed (if in target table): remove (kill or abandon, your choice) or retarget all linked projectiles.
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[b]On[/b] unitDestroyed (if in target table): remove (kill or abandon, your choice) or retarget all linked projectiles.
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That's pretty much it. Doesn't sound any heavier than, for example, wolverine mines spawning units.
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That's pretty much it. Doesn't sound any heavier than, for example, wolverine mines spawning units.
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I see no reason to actually manage overkill for rapid-fire non-guided weapons like razorkiss and cobra/copperhead, so most of those would apply to slow-firing guided-missile weapons that shouldn't produce much spamload. (possible exception is wandel, but wandel is also rapid-fire, so could be omitted).
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