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Sonic Weapons Ares-Introduced problem
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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Jul 26, 2019 12:03 pm    Post subject:  Sonic Weapons Ares-Introduced problem Reply with quote  Mark this post and the followings unread

Anyways as for Ares, some nice features. But there are others unsolved that previous versions broke.

For example this:

Quote:
IsSonic Waves and Hardcoded Ranges
IsSonic=yes waves were hardcoded to disappear if they were farther away from their source than six diagonal cells, equaling a cell range of about 8.5. If the weapon’s range was longer than that, the sonic waves would dissolve before reaching their target.

In Ares this has been changed to use the weapon’s actual range.


This destroys the original functionality that a wave would be fired *only* at, say, 5 range but then could damege other units behind as a sort of scatter effect. Now shooting range is same as effective range, which wasn't the intended RA2 behaviour. In fact this affects Dolphin functionality of the original game.

A tag like Sonic.WavePropagation=8.5 independent of the weapon's Range= would make this moddable.

In fact, this kind of weapon, even when firing within nominal range, CHANGES DAMAGE according to how far it propagates, because the AmbientDamage lasts more time.

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