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Allow actors to target CenterPosition #13497

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merged 5 commits into from Jun 14, 2017

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reaperrr commented Jun 11, 2017

For very inaccurate weapons with high range, it makes more sense to shoot at the center of targets regardless of any closer targetable positions.

Applied to artillery actors in RA, TD and TS (see respective commits).

Note that this does decrease their effective firing range vs. larger buildings, so it's basically a trade-off of more average damage for less average range vs buildings larger than a single cell.

Closes #13496.

@reaperrr reaperrr added this to the Playtest featuring updated HitShapes milestone Jun 11, 2017

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TargetCenterPosition: true for AntiAirMissile?

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rob-v commented Jun 12, 2017

TargetCenterPosition: true for AntiAirMissile?

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Small issue, questions.

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TargetCenterPosition: true for AntiAirMissile?

All non-building actors only have a single targetable position at the center anyway, so it makes no difference.

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reaperrr commented Jun 12, 2017

TargetCenterPosition: true for AntiAirMissile?

All non-building actors only have a single targetable position at the center anyway, so it makes no difference.

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Updated.

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reaperrr commented Jun 14, 2017

Updated.

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I wonder if we also want V2s to target the center.

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abcdefg30 commented Jun 14, 2017

I wonder if we also want V2s to target the center.

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I wonder if we also want V2s to target the center.

I was wondering about that, too, but it should be accurate enough to always deal full damage to buildings either way, so that would be just a cosmetic thing.

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reaperrr commented Jun 14, 2017

I wonder if we also want V2s to target the center.

I was wondering about that, too, but it should be accurate enough to always deal full damage to buildings either way, so that would be just a cosmetic thing.

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Looks good to me otherwise. 👍

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abcdefg30 commented Jun 14, 2017

Looks good to me otherwise. 👍

reaperrr added some commits Jun 11, 2017

Add plumbing for targeting of target center instead of closest target…
…able position

Note: Projectiles that can track their target need minor additional changes, but for InstantHit (which already implemented support for this) and unguided projectiles (Bullet, GravityBomb) this commit is already sufficient.
Make RA artillery actors attack the target center
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Cruiser
-Missile Sub
Make TD artillery actors attack the target center
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Rocket Launcher (MLRS)
Make TS GDI Juggernaut attack the target center
Instead of closest targetable position/offset.
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Updated.

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reaperrr commented Jun 14, 2017

Updated.

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rob-v approved these changes Jun 14, 2017

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@abcdefg30 could you (or some other @OpenRA/engine-hackers ) approve this via Files changed -> Review changes -> Approve so we can merge this? Technically I could use admin rights to merge this anyway, but I don't feel like (ab)using that when it's not really necessary.

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reaperrr commented Jun 14, 2017

@abcdefg30 could you (or some other @OpenRA/engine-hackers ) approve this via Files changed -> Review changes -> Approve so we can merge this? Technically I could use admin rights to merge this anyway, but I don't feel like (ab)using that when it's not really necessary.

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In case someone else merges this: This + #13196 should get their own changelog entry in the engine/modding section, in my opinion (preferrably next to the HitShape entry).

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reaperrr commented Jun 14, 2017

In case someone else merges this: This + #13196 should get their own changelog entry in the engine/modding section, in my opinion (preferrably next to the HitShape entry).

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What happens if AttackBase.AttackTargetCenter = true but the projectile sets it false (or vice versa)?

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pchote commented Jun 14, 2017

What happens if AttackBase.AttackTargetCenter = true but the projectile sets it false (or vice versa)?

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What happens if AttackBase.AttackTargetCenter = true but the projectile sets it false (or vice versa)?

The actor (or its turret) will face the target center, while the projectile will fly to the closest targetable pos (and vice versa).

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reaperrr commented Jun 14, 2017

What happens if AttackBase.AttackTargetCenter = true but the projectile sets it false (or vice versa)?

The actor (or its turret) will face the target center, while the projectile will fly to the closest targetable pos (and vice versa).

@abcdefg30 abcdefg30 merged commit f98e765 into OpenRA:bleed Jun 14, 2017

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abcdefg30 commented Jun 14, 2017

@reaperrr reaperrr deleted the reaperrr:center-targeting branch Jul 23, 2017

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