Please turn building wreckage into rubble

Discussion in 'Planetary Annihilation General Discussion' started by planktum, January 27, 2015.

?

Do you agree?

Poll closed February 3, 2015.
  1. Yes

    26.0%
  2. No

    74.0%
  1. MrTBSC

    MrTBSC Post Master General

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    bolo, sheller and dox cannonshells look right to me speedwise .. lasers could have some more love ... so it is not the overall speed but some effects are just lackluster imo ..
  2. squishypon3

    squishypon3 Post Master General

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    Im on the fence, on one hand visually it may seem nice, but on the other it makes stutter stepping with the dox so much easier.
  3. theseeker2

    theseeker2 Well-Known Member

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    That's not a problem at all, considering tanks have a longer range than dox. Even if it were a problem, the best way to deal with it would be to nerf dox acceleration into the ground.
  4. theseeker2

    theseeker2 Well-Known Member

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    idk, I personally want to see more projectile arcing instead of just really fast and really flat trajectories.
  5. squishypon3

    squishypon3 Post Master General

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    All units acceleration need to be nerfed to the ground in my opinion. :p
    stuart98 likes this.
  6. theseeker2

    theseeker2 Well-Known Member

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    Yeah, especially the UFO air units we have.
    cola_colin, xankar and squishypon3 like this.
  7. squishypon3

    squishypon3 Post Master General

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    Finally something we agree on! :D
    cola_colin likes this.
  8. philoscience

    philoscience Post Master General

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    The only place I agree is the commander's uber cannon. It is so rage inducing how often the cannon just slams into a building. Couldn't it arc over them a bit? The commander is supposed to be pretty huge.
  9. theseeker2

    theseeker2 Well-Known Member

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    my issue with the uber cannon is that it can't 1shot infernos.
  10. tatsujb

    tatsujb Post Master General

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    it does not.



    some more videos

    in this one you see projectile on projectile.
    NO they do NOT have cube hitboxes :


    in this one you see tank shells flying all over a commander's hips, armpits ectera and going past.

    Unffftled.png
    I know that.

    If you read me I said "doing it the FA way", what I mean is applying the FA way of doing things or philosophy to the progressive PA. Are you gonna nitpick every last little post I make?


    Are you serious right now?

    have you EVER played FA? like AT ALL?
    Last edited: January 28, 2015
  11. EdWood

    EdWood Active Member

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    Hi Planktum, I voted no as well, since it is a feature if you want. What I do, I keep always some repair bots in my unit blob, not only do they repair my units during a fight, they can also easily and super fast reclaim wreckage that is in the way + you get the mass from it. :)
  12. Raevn

    Raevn Moderator Alumni

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    Press Ctrl + Shift + Alt + C in-game to see unit hit boxes. You need to have cheats turned on.
    upload_2015-1-29_7-40-22.png

    The ACU's arms simply stick out, which is what you were seeing in the first vid:

    upload_2015-1-29_7-59-48.png

    Shields, aircraft and projectiles have a sphere collision area, rather than rectangle.

    upload_2015-1-29_8-1-36.png

    You're aware I am one of the most experienced Sup Com/FA modders, yeah?

    Here's a tank shell going straight through a factory:
    upload_2015-1-29_7-41-49.png
    Last edited: January 28, 2015
    cola_colin, stuart98 and squishypon3 like this.
  13. tatsujb

    tatsujb Post Master General

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    TIL

    fair enough
    i thought it was for all units that projectiles collided but apparently buildings don't.

    I don't think it should be this way. and it feels like a bug that it would for units but not for structure.
    no I was not
  14. Raevn

    Raevn Moderator Alumni

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    Projectiles don't hit friendly mobile units, either:
    upload_2015-1-29_8-22-9.png
    (The tank on the left is firing through both the Fatboy and the Titan, and hitting the ground on the other side)

    TA had the same behavior, with the exception of dragon's teeth (which turned into map features - effectively wreckages - after they were built, therefore also blocking shots from the team that built them)
  15. squishypon3

    squishypon3 Post Master General

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    TA had the same behavior? But didn't it have true friendly fire? =o
  16. Raevn

    Raevn Moderator Alumni

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    Friendly units took damage from explosions or aoe effects of friendly projectiles exploding in range of them (and pretty much everything in TA had AOE, even EMG and lasers, just very small radius). But the projectiles themselves would pass right through friendly units. It was easier to hide this in TA due to fixed viewpoint, and I believe they simply drew the projectiles after the units/structures - thereby making it appear like the projectiles were going over them.

    <aside>There's two interesting quirks/bugs in Sup Com related to wrecks that I wanted to share while we are on the subject. Firstly, features (which is what wrecks were) had collision checking with projectiles disabled at the engine level (probably for perf reasons). Other entities in the game had a LUA function that returned true/false to turn on/off collision, but this did nothing for features. To get wrecks to block shots, I had to spawn in an invisible shield the same size as the wreck, then pass on any damage it received to the wreck. Getting wrecks to block movement was much more "interesting", as there's a bug in the engine. After setting wrecks to have a footprint on the ground, I noticed the footprint wasn't actually applying. I knew it wasn't a hard-coded thing like the projectile collisions, because there were rocks on Seton's Clutch which blocked movement. Quite by chance, for one structure I messed up the footprint size, so the footprint of the wreck was larger than the structure. When that structure died, I noticed the footprint actually applied, but only as a ring around where the structure used to be. That's when I figured out that the wreck was spawning first, applying the footprint, then the structure was removed, wiping the footprint where it used to be - but it didn't check that was something else with a footprint there first. So I had to introduce a 1 tick delay after units had completely died before I spawned in the wreck.</aside>
    silenceoftheclams and cola_colin like this.
  17. devoh

    devoh Well-Known Member

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    Click box choice via a mod?
  18. tatsujb

    tatsujb Post Master General

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    this is odd as I know that commanders take friendly fire and any splash damage applies to any unit and structure.

    so it must be certain types of projectiles only.

    but yeah there's a lot of holes in the FA code which is why no FAF patch ever occurs without it's lot of bugfixes.

    I think we could do alot more with the source code though.


    but here's my ideal game's treatment of wreaks they don't block movement and they block less than 50% of shots.
  19. squishypon3

    squishypon3 Post Master General

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    Ew, no random number generator please.
  20. Raevn

    Raevn Moderator Alumni

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    To clarify: Friendly units can take friendly fire damage, such as AOE (although I believe that varies based on the weapon, as you can specify whether AOE does damage to friendlies in the blueprint). But all projectiles don't impact friendly units, so they need to hit the ground (or an enemy unit immediately next to a friendly one) for this to occur.

    I'm all for TA's 2-stage wreckage system:
    • If a unit dies without much overkill, a full wreckage is formed that blocks movement and weapons
      • Further damage to this wreckage reduces it to rubble, which blocks neither movement or weapons
    • A large amount of overkill leaves no wreckage.
    • I can't remember if a medium amount of overkill makes a unit produce a rubble wreckage straight away, but that would be ok too.
    I don't think that's what he meant. More just the sizing etc. of the wrecks meant that many shots were able to go past.
    stuart98 likes this.

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