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Projectiles can be destroyed unexpectedly #1754
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Perhaps can be fixed by adding specific KindOf flags. Or by changing the Body type. |
i think it's fine and expected, projectile dies from the other this also noticeable with artillery shells getting deleted with a nuclear missile |
I do wonder, will rockets from rocket men kill nearby rockets? If so, does that mean Infantry and Humvee General kills its own rockets often? |
you can test that by having 5 MDs shooting a building from different angles and 5 others shooting another from humvee and see if they do the exact damage or not |
Easier test would be to add big particle effect to one missile, and no particle to another and then try to hit target with missiles with one frame apart. |
China Nuke Missile deleting bombs I can understand. But in this particular Aurora Bomber sample it makes little sense to me. Because, what exactly is the deletion threshold here? If the bomb hits are 0 or 2 frames apart, will both bombs apply damage? If so, why would it be ok that at 1 frame apart one is deleted? Is that really what most players instinctively expect? Or would they look at this and think, why did the Alpha Gas Bomb not explode? |
This is a pretty commonly observed (and misinterpreted) phenomenon. It is most apparent with rocket spam via garrisons, Humvees, Battle Buses, Helixes, etc. due to the synchronised firing and roughly equivalent travel distance. It is counterintuitive as the explosion effect gives the impression that the rocket force is so strong that it is dealing extra damage (in a firestorm kind of way), while in actual reality it is dealing less damage. It's almost impossible to notice the damage discrepancy due to the high damage output. Below is an example of the damage discrepancy with 2 × 14 Missile Defenders, with normal behaviour on the left and rockets being destroyed on the right: DIFF.mp4Left = 5,040 damage / 18 volleys I thought this issue already existed but it was only mentioned in #35. |
Ok. This is worrying. We need more intel on the Rocket situation, since this is the most common projectile in the game. At what radius will it effectively kill nearby rockets? And how many frames does this translate to? Do projectiles kill each other when hitting a target on the same frame? Or just at 1 frame? What about 2 or 3 or 4 frames? And what is the chance of getting killed at the respective frame? 100%? |
In the video above it also sounds as if killed Projectiles trigger vehicle destruction sound. Or am I wrong? |
It is determined by the damage radius of the rocket.
The damage is applied on the frame of impact. Damage application seems to be arbitrary from a player's perspective in that it is sometimes applied and sometimes not, which I suspect could be due to the order in which projectile objects / physics calculations are looped / processed. Notice in the below footage that only one of the left-hand rockets deals damage while both of the the right-hand rockets deal damage. (This is with the rocket's maximum health set to 1 for ease of testing.) DAMAGE.mp4
I believe it is the
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A possible fix here could be to set much higher health values to all rockets and bombs, so that they cannot be destroyed by most other missiles, but can still be destroyed by Superweapons and Mega Explosions such as MOAB. |
On the Right Example why is it showing the missile death effect if both missiles are dealing damage?
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And PDLs |
Does the Aurora thing happen in 1.04 as well? |
Terrorist explosion can also kill rocket projectiles, which leads to unexpected effects: generals.2023-07-09.10-12-55-32.mp4 |
I thought some ppl here were fan of destructible (genpower) projectiles? Im not though, cause in 99% of the cases it happens unintentionally and unknowingly. |
It's ok as long as they don't destroy themselves, like Artillery Barrage. Makes the world feel more interactable if projectiles are real objects with health and all that. Pretty advanced for this engine. |
Projectiles can be destroyed unexpectedly.
In this case Aurora Bomb destroys the Alpha Aurora Bomb. No Gas Explosion triggers.
AUR_SAME.mp4
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