Thresher unsticker#5785
Conversation
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-point 1, room to maneuver If we're going to increase the footprint, we need to go to 5x5 so that the closest possible box of built threshers don't stick turrets in the next colvol. I hadn't considered touching the footprint. 5x5 might be too large, zk doesn't have a lot of large footrprints and often puts it on the player to block/not block base path finding and 5x5 is a lot of space. I don't think the engine supports pathfinding through the construction grid (natively) the way supcom does, but I feel thresher would appreciate it here. -point 2, 6 seconds I just put the toggle on the same delay as restoreafterdelay's anim delay. I figure getting stuck is infrequent, occlusion is more common. Moving the queryweapon point so jaringly(subframe) can cause a frienldyfire problem, but it only does 2 dps to ground units in the worst case scenario, not a big issue. -point 3, engine I think there's a problem with the logic of the engine on at least cannon weapons, but also there's little in the way of constraints. Mods are allowed to use large models, freely animate any model on any callin, so these somewhat frequent "Snail Eyes" sort of guns like thresher, bulkhead just run the risk of putting the end of their gun someplace cramped that don't shine. I actually don't know what all the pieces are for, AimFrom by convention is the turret base, QueryWeapon is the muzzle. |
Pathing-only footprint exists, it's |
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I don't want to touch the footprint. Thresher looks like it should be able to be placed on a relatively small spire, which puts it at 3x3. |
featuring 6 second unstick
#5772