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B885094 5 on Violence_4.2 (Multiplayer)

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Date Editor Before After
5/4/2020 2:49:48 AMEErankAdminAnarchid before revert after revert
5/4/2020 2:46:46 AMEErankAdminAnarchid before revert after revert
5/4/2020 2:43:57 AMEErankAdminAnarchid before revert after revert
5/4/2020 2:41:39 AMEErankAdminAnarchid before revert after revert
Before After
1 I've checked the replay and done some tests. 1 I've checked the replay and done some tests.
2 \n 2 \n
3 It's the down-beam that causes the deformation (e.g. glint-to-target beam). 3 It's the down-beam that causes the deformation (e.g. glint-to-target beam).
4 \n 4 \n
5 It *does* collide with the building, however that doesn't prevent deformation. 5 It *does* collide with the building, however that doesn't prevent deformation.
6 \n 6 \n
7 The reason could be that Craterpuncher's aoe is 140, while Starlight's colvol is a box sized 100x120x100. But changing the height of this box to 150 fails to prevent the Starlight from being moved as the beam craters the surroundings. 7 The reason could be that Craterpuncher's aoe is 140, while Starlight's colvol is a box sized 100x120x100. But changing the height of this box to 150 fails to prevent the Starlight from being moved as the beam craters the surroundings.
8 \n
9 A beam shooting directly next to a Starlight - where its collision volume should have no business blocking anything, but close enough - causes it to consistently slide down. So i think in general relying on colvol blocking is not going to work.