Changes between Version 8 and Version 9 of Ticket #1010, comment 2


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Timestamp:
Nov 6, 2012, 12:56:11 PM (12 years ago)
Author:
FeXoR

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  • Ticket #1010, comment 2

    v8 v9  
    11I'm not sure if I got that right but perhaps attacking a coordinate rather than an entity would help. When an entity (no matter if ranged/melee or unit/building) notices an enemy entity to attack (and is close enough to attack it) it saves the target entity and it's position. Then it starts the attack animation until the projectile goes off (ranged) or the damage would be dealt (melee). If the stored target entity "is still in the world" change the target coordinate to the actual position of the target entity, otherwise use the "old" coordinates as target of the projectile (ranged)/to deal the damage (melee). [It would be good if the units range (especially max range for melee and min range for ranged attacks) is NOT checked again at this point to avoid pointless chasing units. {It might still be good to lower the chance to hit based on the distance or to a fixed chance if the later coordinates are "out of range" to e.g. 50% or reduce the damage.}.] If an (enemy, otherwise extended friendly fire - more realistic) entities inner of a footprint (boundaries/collision radius) got hit by the coordinate actually deal the damage no matter if its the originally targeted unit or not.
    22
    3 This would also fix #1537.
     3This would also fix #1537 and infinite charging of 1 ranged vs 1 melee unit.