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Damagewarheads->Spread is calculated in 2D. #14150

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GraionDilach opened this Issue Oct 7, 2017 · 3 comments

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GraionDilach commented Oct 7, 2017

This means that weapons attacking a flying aircraft will also damage stuff under the aircraft regardless of altitude.

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BGluth Jul 19, 2018

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I've played with this issue a bit and I'm not sure what the best way to solve it is.

I tried calculating the spread in 3D but aircraft (at least helicopters) are still well within the range of missile sub missiles. The range of the explosion is 2556 and helicopters fly at 1280.

So I'm not sure what the best option is here. How important is it for ground explosions to be able to hit air units if they are close enough? I guess a sort of hacky way to handle this could be to just amplify the actor's Z position before including it to calculate whether or not it's in range of the explosion, but then in the majority of cases the Z value is going to be 0 anyways. We could increase the height that aircraft fly at but then I'm changing the mechanics of the game a bit just to solve this issue. Doing this might also cause some other issues as well. We could also make certain missiles only affect ground/air (like #15249 suggests).

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BGluth commented Jul 19, 2018

I've played with this issue a bit and I'm not sure what the best way to solve it is.

I tried calculating the spread in 3D but aircraft (at least helicopters) are still well within the range of missile sub missiles. The range of the explosion is 2556 and helicopters fly at 1280.

So I'm not sure what the best option is here. How important is it for ground explosions to be able to hit air units if they are close enough? I guess a sort of hacky way to handle this could be to just amplify the actor's Z position before including it to calculate whether or not it's in range of the explosion, but then in the majority of cases the Z value is going to be 0 anyways. We could increase the height that aircraft fly at but then I'm changing the mechanics of the game a bit just to solve this issue. Doing this might also cause some other issues as well. We could also make certain missiles only affect ground/air (like #15249 suggests).

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GraionDilach Jul 19, 2018

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@BGluth This is not a ticket for Red Alert (as the label suggests), but an actual engine bug, so please refrain applying RA1 gameplay elements to resolve it. I'm not even certain if RA1 is majorly affected by this ticket.

Tiberian Sun uses 2048 flying height and Red Alert 2 at the moment uses a whopping 5600 (which is probably inaccurate). My best example case thereby would be attacking the RA2 Kirov Airship with IFV/Guardian GI missiles, since those units use the same weapon/warheads against both ground and air targets and then watching how everything under that Kirov are also affected and damaged by those weapons (even though those weapons should have a spread value of 1536 or around that level).

Splitting anti-air weapons explicitly aka #15249 is a workaround which also causes issues when the weapon only reaches a targeted aircraft after it landed.

Take note that OpenRA aims to be a 2(.5)D generic RTS engine platform with all the shipped projects being examples of it's possibilities, thereby suggesting fixes to an engine bug based on one of these example's gameplay is a definite no-go.

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GraionDilach commented Jul 19, 2018

@BGluth This is not a ticket for Red Alert (as the label suggests), but an actual engine bug, so please refrain applying RA1 gameplay elements to resolve it. I'm not even certain if RA1 is majorly affected by this ticket.

Tiberian Sun uses 2048 flying height and Red Alert 2 at the moment uses a whopping 5600 (which is probably inaccurate). My best example case thereby would be attacking the RA2 Kirov Airship with IFV/Guardian GI missiles, since those units use the same weapon/warheads against both ground and air targets and then watching how everything under that Kirov are also affected and damaged by those weapons (even though those weapons should have a spread value of 1536 or around that level).

Splitting anti-air weapons explicitly aka #15249 is a workaround which also causes issues when the weapon only reaches a targeted aircraft after it landed.

Take note that OpenRA aims to be a 2(.5)D generic RTS engine platform with all the shipped projects being examples of it's possibilities, thereby suggesting fixes to an engine bug based on one of these example's gameplay is a definite no-go.

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BGluth Jul 20, 2018

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@GraionDilach
Thanks for the idea. When I get a chance over the next few days I'll build RA2 and take a look at that.

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BGluth commented Jul 20, 2018

@GraionDilach
Thanks for the idea. When I get a chance over the next few days I'll build RA2 and take a look at that.

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