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Targeting bones are used for weapons to aim at. Bones are defined in the mesh (.scm) file. The targeting bones are defined in the unit blueprint. As an example:
Targeting bones that are inside their collision box of an UEF Tech 3 power generator
When a unit has no target bones defined it defaults to the center bone. The center bone is usually located at center of the unit, where it touches the terrain. This is fine for projectiles with an arc, but it is horrible for beam weapon as it makes them a lot more prone to terrain collisions. Hence we'll go and tackle it in this pull request, starting with resource generating structures.
The Seraphim destroyer is able to destroy the tech 1 Aeon mass extractor because it has some targeting bones defined, but the tech 2 Aeon mass extractor does not, and is therefore immune due to a tiny hill on the beach
Course of action
For this pull request we'll solely tackle resource generating structures. These often lack targeting bones, or they are inconsistent. We'll make them consistent in this pull request.
Tech 1 mass extractors: add or use one bone near the top of the collision box of the unit
Tech 1 mass extractors: add or use one bone near the top of the collision box of the unit
Tech 1 mass extractors: add or use one bone near the top of the collision box of the unit
Tech 1 power generators: add or use one bone near the top of the collision box of the unit
Tech 2 power generators: add or use two bones near the top of the collision box of the unit, on some axis that makes sense
Tech 3 power generators: add or use three bones near the top of the collision box of the unit, on some axis that makes sense
Tech 2 fabricators: add or use one bone near the top of the collision box of the unit
Tech 3 fabricators: add or use two bones near the top of the collision box of the unit
A few remarks:
The targeting bone should be (well) inside the collision box of the unit, otherwise weapons can miss by default
The targeting bone should be (well) inside the mesh of the unit, otherwise it feels unintuitive to players
Some units already have separate targeting bones, you can remove / adjust those to meet the requirements of this pull request
If you need to adjust a mesh because no valid target bones are available, mark it via a comment in this topic. As of writing this the Python exporter has a bug that causes animations to break. We'll need to approach this via the 3ds Max exporter, but that software is quite expensive.
List of useful hotkeys:
Alt + V: Show bones
Alt + B: Show bone names
Alt + Ctrl + Shift + c: Show collision boxes
All these hotkeys require cheats to be enabled.
Test plan
For each adaptation, make sure that:
A group of mantis can hit the unit in question, all projectiles should hit by default
A seraphim destroyer can hit the unit in question when the destroyer is in the water, near the shore of the beach position on the map Seton's Clutch, similar to the image attached
The text was updated successfully, but these errors were encountered:
Description
Targeting bones are used for weapons to aim at. Bones are defined in the mesh (
.scm
) file. The targeting bones are defined in the unit blueprint. As an example:Targeting bones that are inside their collision box of an UEF Tech 3 power generator
When a unit has no target bones defined it defaults to the center bone. The center bone is usually located at center of the unit, where it touches the terrain. This is fine for projectiles with an arc, but it is horrible for beam weapon as it makes them a lot more prone to terrain collisions. Hence we'll go and tackle it in this pull request, starting with resource generating structures.
The Seraphim destroyer is able to destroy the tech 1 Aeon mass extractor because it has some targeting bones defined, but the tech 2 Aeon mass extractor does not, and is therefore immune due to a tiny hill on the beach
Course of action
For this pull request we'll solely tackle resource generating structures. These often lack targeting bones, or they are inconsistent. We'll make them consistent in this pull request.
Tech 1 mass extractors: add or use one bone near the top of the collision box of the unit
Tech 1 mass extractors: add or use one bone near the top of the collision box of the unit
Tech 1 mass extractors: add or use one bone near the top of the collision box of the unit
Tech 1 power generators: add or use one bone near the top of the collision box of the unit
Tech 2 power generators: add or use two bones near the top of the collision box of the unit, on some axis that makes sense
Tech 3 power generators: add or use three bones near the top of the collision box of the unit, on some axis that makes sense
Tech 2 fabricators: add or use one bone near the top of the collision box of the unit
Tech 3 fabricators: add or use two bones near the top of the collision box of the unit
A few remarks:
If you need to adjust a mesh because no valid target bones are available, mark it via a comment in this topic. As of writing this the Python exporter has a bug that causes animations to break. We'll need to approach this via the 3ds Max exporter, but that software is quite expensive.
List of useful hotkeys:
Alt + V
: Show bonesAlt + B
: Show bone namesAlt + Ctrl + Shift + c
: Show collision boxesAll these hotkeys require cheats to be enabled.
Test plan
For each adaptation, make sure that:
Seton's Clutch
, similar to the image attachedThe text was updated successfully, but these errors were encountered: