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Engine has some built-in weapondef [url=https://springrts.com/wiki/Gamedev:WeaponDefs#Area_Of_Effect.2C_Impulse_.26_Cratering]parameters[/url] that control impulse.
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Engine has some built-in weapondef [url=https://springrts.com/wiki/Gamedev:WeaponDefs#Area_Of_Effect.2C_Impulse_.26_Cratering]parameters[/url] that control impulse.
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ZK then overwrites these defaults using the [url=https://springrts.com/wiki/Lua:Callins#Damage_Controllers]UnitPreDamaged[/url] in the [url=https://github.com/ZeroK-RTS/Zero-K/blob/8b8a1ce605f3a876ab3c31d1fa15fd9ecf082655/LuaRules/Gadgets/weapon_impulse.lua]weapon_impulse[/url] gadget, based on some of its own defaults, and more importantly, the [url=https://github.com/ZeroK-RTS/Zero-K/blob/f373e6a3c78e7819709aa7a1cd1d4c2500262663/units/jumpsumo.lua#L174]impulse[/url] weaponDef customParam.
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ZK then overwrites these defaults using the [url=https://springrts.com/wiki/Lua:Callins#Damage_Controllers]UnitPreDamaged[/url] in the [url=https://github.com/ZeroK-RTS/Zero-K/blob/8b8a1ce605f3a876ab3c31d1fa15fd9ecf082655/LuaRules/Gadgets/weapon_impulse.lua]weapon_impulse[/url] gadget, based on some of its own defaults, and more importantly, the [url=https://github.com/ZeroK-RTS/Zero-K/blob/f373e6a3c78e7819709aa7a1cd1d4c2500262663/units/jumpsumo.lua#L174]impulse[/url] weaponDef customParam.
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IIRC the ZK gadget also mostly reimplements impulse handling because engine has/had some weirdnesses.
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IIRC the ZK gadget also mostly reimplements impulse handling because engine has/had some weirdnesses.
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[spoiler]most
of
this
is
findable
by
searching
for
impulse
in
zk
github
and
duckduckgoing
for
"impulse
site:springrts.
com/wiki",
but
i
guess
knowing
where
and
how
to
search
is
half
the
answer
anyway.
[/spoiler]
|
7 |
[spoiler]Most
of
this
is
findable
by
searching
for
impulse
in
zk
github
and
duckduckgoing
for
"impulse
site:springrts.
com/wiki",
but
i
guess
knowing
where
and
how
to
search
is
half
the
answer
anyway.
Hence
why
it's
included
here![/spoiler]
|