1 |
[url=https://github.com/rlcevg/CircuitAI/blob/4a7112afaee845ea3fd17dbd977d333aa2200886/src/circuit/task/fighter/AttackTask.cpp#L295]Done.[/url] :P
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1 |
[url=https://github.com/rlcevg/CircuitAI/blob/4a7112afaee845ea3fd17dbd977d333aa2200886/src/circuit/task/fighter/AttackTask.cpp#L295]Done.[/url] :P
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2 |
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2 |
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3 |
Except that waterline is hardcoded, and it's not 0 (but negative value) because we want to attack pesky grizzly if it just started to submerge.
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3 |
Except that waterline is hardcoded, and it's not 0 (but negative value) because we want to attack pesky grizzly if it just started to submerge.
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4 |
Hence the issue is to calculate the bottom (for subs) and upper (for land/air) boundaries of unit's hitbox. And i'm afraid it's not related to unit's model height and position (not quite sure how to calculate it with AI API).
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4 |
Hence the issue is to calculate the bottom (for subs) and upper (for land/air) boundaries of unit's hitbox. And i'm afraid it's not related to unit's model height and position (not quite sure how to calculate it with AI API).
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5 |
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5 |
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6 |
I think SUBs weren't swimming in such shallow waters in former times, but i could be wrong.
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6 |
I think SUBs weren't swimming in such shallow waters in former times, but i could be wrong.
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7 |
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7 |
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8 |
Adding
SUB
to
noChaseCategory
of
units
that
can
attack
only
above
water
would
fix
issue
with
submarines
only
indeed;
just
an
option.
Having
malformed
models
with
position.
y
above
water
and
hitbox
hidden
underwater
will
still
cause
bad
chasing.
|
8 |
Adding
SUB
to
noChaseCategory
of
units
that
can
attack
only
above
water
[url=https://github.
com/rlcevg/CircuitAI/blob/4a7112afaee845ea3fd17dbd977d333aa2200886/src/circuit/task/fighter/AttackTask.
cpp#L303]would
fix
issue
with
submarines[/url]
only
indeed;
just
an
option.
Having
malformed
models
with
position.
y
above
water
and
hitbox
hidden
underwater
will
still
cause
bad
chasing.
|
9 |
\n
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9 |
\n
|
10 |
So what's the full proper way to determine if hitbox is underwater, in water (both sub and land can attack), or over it from AI's API perspective?
|
10 |
So what's the full proper way to determine if hitbox is underwater, in water (both sub and land can attack), or over it from AI's API perspective?
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