Feature: Auto-self-destruct anti-nuke missiles that miss their targets

Discussion in 'Planetary Annihilation General Discussion' started by portable, September 16, 2014.

  1. portable

    portable Active Member

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    Frequently, an anti-nuke missile will miss its target and then spin in space. The sounds overlap until the pitch is beyond a squeal. It'd be rad if these missiles had a time-to-live to prevent this.
    DalekDan likes this.
  2. mjshorty

    mjshorty Well-Known Member

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    I would rather the anti-missiles not miss in the first place lol
  3. DalekDan

    DalekDan Active Member

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    so if an anti-missile is finished in the split second a nuke is about to hit, you want it to shoot it down? This seems like a raw deal to me. +1 for the OP.
  4. Geers

    Geers Post Master General

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    Or maybe just fix the audio bug...?
  5. portable

    portable Active Member

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    There's a client FPS impact that I'd like to get rid of as well.
  6. Baleur

    Baleur Member

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    You cant be serious, they forgot to include a timeout for the particles / projectiles?
    Thats quite important for a game where you are seeing hundreds or thousands of projectiles with the potential to miss their targets. Cant have them all just existing in limbo forever.
  7. squishypon3

    squishypon3 Post Master General

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    Actually no, most projectiles have a kill time, just read the .jsons. I'm going to guess anti-nukes don't as they are literally always supposed to hit.
  8. zgrssd

    zgrssd Active Member

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    Any chance you could jsut force a TTL on those via a serveside mod? 60 seconds should be enough for now.
    And maybe a 10 minute one on nukes themself (in case they start spinning again).
  9. squishypon3

    squishypon3 Post Master General

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    Yep, should be simple. Just go into a text editor, look at like.. The dox's ammo.json (something like; Assault_bot_ammo.json) then look for something along the lines of "life":

    Then apply that to the anti-nuke's ammo.json

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