View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018553 | Starward Rogue | Bug - Gameplay | Jan 27, 2016 2:55 am | Mar 11, 2016 1:27 pm | |
Reporter | ptarth | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.006 | ||||
Summary | 0018553: Kickback can cause movement through solid objects and only fires shot after knockback movement | ||||
Description | I've trying to make interesting enemies. Concept: Goomba with a rocket launcher that glitched the shock compensation. The missile fires, but only moves about 50 speed, whereas the Goomba travels backwards at 500 speed. This is accomplished by setting kickback very high. When firing this weapon, the Goomba is occasionally knocked through wall boundaries. He also doesn't release the shot until the hits the end of the knockback position. Appended is example weapon system. <system name="AbmoogMissileSystem" category="Weapon" display_name="Missile Launcher" description="Some robots, should not be trusted with explosives." shot_type="NukeSteelBlue" sounds_on_shot_fired="PlayerWeapons/MainMissle1,PlayerWeapons/MainMissle2,PlayerWeapons/MainMissle3" sounds_on_shot_detonate="WeaponHits/MainMissleHit1,WeaponHits/MainMissleHit2,WeaponHits/MainMissleHit3" damage_type="Explosive" attack_power="50" attack_power_against_player="2" shot_area_of_effect="100" fire_rate="5" firing_timing="OnlyInRange" shot_speed="50" cue_time = "1.0" range_actual="600" range_chases_until_within="200" time_to_live="5" shots_per_salvo="1" inaccuracy_spread="15" targeting_logic="Direct" image_folder="Player" image_name="MissileLauncher" non_sim_patterns="PlayerMissileMuzzleFlash" non_sim_pattern_emission_offset="20,0" kickback_strength="500" recoil_velocity="0" recoil_max_offset="0" recoil_reset_velocity="0" shot_destroys_other_shots="true" shot_dies_after_intercepting_another_shot="true" shots_can_withstand_x_shot_interceptions="2" shots_slide_for_first_x_seconds="1" fires_from_any_range="true" > </system> | ||||
Tags | No tags attached. | ||||
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Dunno about the kickback issue, but you might can try using a pattern and including change/time/speed to get the missile to fire off correctly. I'd guess at setting the original shot speed to something greater than 500 and using the above to make it 50 Me pulling stuff out of air... <bullet_pattern name="AmoogMissilePattern"> <bullet speed="1200" angle="0" shot_type="NukeSteelBlue"> <change speed="50" time="0.01"/> </bullet> </bullet_pattern> |
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changed knockback to kickback because that's what I meant. |
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For 1.017: * Kickback now happens after cue-time is complete, and after all shots in the salvo have been fired. Thanks :) The kickback set to 500 was acting as if it was MUCH higher because it was being triggered every frame during cue-time, btw. In my post-fix tests I had to bump it up to like 1000 to get the enemy to fly back what seemed like an appropriate distance (since Chris capped the time of "kickback skid" to GameConfig.TemporaryMomentumVectorMaxTime, i.e. 0.5 seconds). |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 27, 2016 2:55 am | ptarth | New Issue | |
Jan 27, 2016 3:31 am | Cinth | Note Added: 0044785 | |
Jan 27, 2016 3:44 am | Cinth | Note Edited: 0044785 | |
Jan 27, 2016 1:16 pm | ptarth | Note Added: 0044797 | |
Jan 27, 2016 1:16 pm | ptarth | Summary | Knockback can cause movement through solid objects and only fires shot after knockback movement => Kickback can cause movement through solid objects and only fires shot after knockback movement |
Jan 27, 2016 1:16 pm | ptarth | Description Updated | |
Jan 27, 2016 2:39 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jan 27, 2016 2:39 pm | Chris_McElligottPark | Status | new => assigned |
Mar 11, 2016 1:27 pm | keith.lamothe | Note Added: 0045398 | |
Mar 11, 2016 1:27 pm | keith.lamothe | Status | assigned => resolved |
Mar 11, 2016 1:27 pm | keith.lamothe | Resolution | open => fixed |