[0.12.24] [posila] shooting and damage
Posted: Wed Jan 27, 2016 6:04 pm
Hello. I copy/paste it from private message to posila.
Sent: Sun Dec 27, 2015 9:33 pm
It checked at 0.12.24... Bugs is still there.
3 points to bug fixing:
1) railgun shooting without damage 0.12.10-0.12.21 (fixed 0.12.22)
2) impact damage is have 1 type of damage: when entitydied. It bug was in 0.11, it still has in 0.12.22 (fixed 0.12.23).
3-8) improve metod gun_shooting. Oh.. it have very mach of issues.
1) (fixed 0.12.22) no comments.
2) (fixed 0.12.23) if car (or tank) damaging last 1 hitpoint of entity, car take 100% damage of max hitpoints of it entity.
Vanilla game have not entity with so high HP, but in mods some entity have 20k+ HP. It's realy important.
I think it is bug: Create stone-rock with 1/200 hp, crash it at tank, and tank (with resistance "impact" decrease = 50, percent = 60) will take 60 damage = (200-50)*(100-60)/100, where 200 is max_HP of stone-rock. Car (with resistance "impact" decrease = 30, percent = 30) will take 119 damage = (200-30)*(100-30)/100. Now take same tank and new entity with 1/20000 hp... Tank will impact still 1 hp and take 7980 damage.
3) Shotgun shooting do not create "explosion-gunshot" now. "source_effects" do not working in "ammo_type". If paste it to "action_delivery" it will work. But it will repeat 12-16 time (vanilla sotgun and combat-shotgun).
4) End of projectiles is shifted up at 1. Is it have some property to shift it? OK, I can shift down animation and shift up projectile_center. But start.point of bullet_collision will sift up too (I think so). Maybe you will use it for shotguns and shells. It is not working for explosions with "beam = true" (for example "railgun-beam"): If paste shift in their animations, it will be invisible. This problem in all weapons, but have resolved report for Flamethrower https://forums.factorio.com/forum/vie ... 30&t=18361
5) I use "direction_only = false" in projectiles. Items "gun" have "projectile_creation_distance" (PCD). If PCD =0, then target.point is correct (coincides with cursor.point). If PCD = 1, then range increased at 1. It means target.point is shifted at 1 (does not coincide with cursor.point). If PCD = 2, then range increased at 2 etc.
6) Enother problem, when PCD > 0. If cursor stay in area PCD, shooting can turn 360 without turn player. Save "test_weapons.zip" created 27.02.2016 for factorio_0.12.24 can explain issue #6.
7) Items "gun" have property "range". It will do nothing if projectiles have "direction_only" (true or false - no matter).
8) Deviations working at "ammo" (direction_deviation, range_deviation, speed_deviation) it is great, rly. But "gun" have not deviations. If I want to create weapons with 1 type ammo, it will have same deviations.
I can explain some points, if you need it.
Sent: Sun Dec 27, 2015 9:33 pm
It checked at 0.12.24... Bugs is still there.
3 points to bug fixing:
1) railgun shooting without damage 0.12.10-0.12.21 (fixed 0.12.22)
2) impact damage is have 1 type of damage: when entitydied. It bug was in 0.11, it still has in 0.12.22 (fixed 0.12.23).
3-8) improve metod gun_shooting. Oh.. it have very mach of issues.
1) (fixed 0.12.22) no comments.
2) (fixed 0.12.23) if car (or tank) damaging last 1 hitpoint of entity, car take 100% damage of max hitpoints of it entity.
Vanilla game have not entity with so high HP, but in mods some entity have 20k+ HP. It's realy important.
I think it is bug: Create stone-rock with 1/200 hp, crash it at tank, and tank (with resistance "impact" decrease = 50, percent = 60) will take 60 damage = (200-50)*(100-60)/100, where 200 is max_HP of stone-rock. Car (with resistance "impact" decrease = 30, percent = 30) will take 119 damage = (200-30)*(100-30)/100. Now take same tank and new entity with 1/20000 hp... Tank will impact still 1 hp and take 7980 damage.
3) Shotgun shooting do not create "explosion-gunshot" now. "source_effects" do not working in "ammo_type". If paste it to "action_delivery" it will work. But it will repeat 12-16 time (vanilla sotgun and combat-shotgun).
4) End of projectiles is shifted up at 1. Is it have some property to shift it? OK, I can shift down animation and shift up projectile_center. But start.point of bullet_collision will sift up too (I think so). Maybe you will use it for shotguns and shells. It is not working for explosions with "beam = true" (for example "railgun-beam"): If paste shift in their animations, it will be invisible. This problem in all weapons, but have resolved report for Flamethrower https://forums.factorio.com/forum/vie ... 30&t=18361
5) I use "direction_only = false" in projectiles. Items "gun" have "projectile_creation_distance" (PCD). If PCD =0, then target.point is correct (coincides with cursor.point). If PCD = 1, then range increased at 1. It means target.point is shifted at 1 (does not coincide with cursor.point). If PCD = 2, then range increased at 2 etc.
6) Enother problem, when PCD > 0. If cursor stay in area PCD, shooting can turn 360 without turn player. Save "test_weapons.zip" created 27.02.2016 for factorio_0.12.24 can explain issue #6.
7) Items "gun" have property "range". It will do nothing if projectiles have "direction_only" (true or false - no matter).
8) Deviations working at "ammo" (direction_deviation, range_deviation, speed_deviation) it is great, rly. But "gun" have not deviations. If I want to create weapons with 1 type ammo, it will have same deviations.
I can explain some points, if you need it.