Notes |
|
|
funny :)
catapult use balistics curve calculation.
sadly it's defined only for wall hexes. (calculations are optimised to be simple)
it should be addded the tower or changed to dynamic calculation |
|
|
|
the problem is that if you click somewhere else beside wall or tower it passes the turn of catapult like it shooted |
|
|
|
yeah i know the error makes action with the problem suspended as much of error handling in vcmi (if it were assertion you would get crash here, this way it's much better but still wrong) |
|
|
(0002320)
|
Tow
|
2012-03-30 21:39
|
|
|
|
(0002323)
|
majaczek
|
2012-03-31 08:56
(edited on: 2012-03-31 08:57) |
|
Note that some officail wog scripts make use of catapult as non-siege weapon (for attacking units), so inability to attack non wall hex shouldn't be hardcoded (at least outside siege, well we can make "issiege" a switch for handling of catapult unit, so we "probably" can keep this resolve for siege, and treat catapult similairy to ballista if "summoned" outside siege)
PS: I'm Curious when or whether erm handling (we currently have an interpreter but non-variable-based commands doesn't do anything yet) of official scripts will have bugs in VCMI, while they oryginally worked (almost) flawlessly in WoG. Also there many hack-based approaches in unofficial scripts which aren't !!UN:Cvar1/var2; (but use "standard" commands in non-standard way) but probably wouldn't do desired effects in VCMI (one hack I use in my script is to disable commander support somewhere near begining of battle and enable later - this way I can override in-battle mechanics of commander but keep all hardcoded prebattle postbattle and out of battle mechanics including leveling but funny there's technically no commander inside battle which serves my purporse) I wonder what hack resort others when they can't get exactly what they want using standard way.
|
|
|
(0002329)
|
Tow
|
2012-04-01 12:48
|
|
"Note that some officail wog scripts make use of catapult as non-siege weapon (for attacking units), so inability to attack non wall hex shouldn't be hardcoded"
Vanilla H3 already has a unit that can both attack walls and other creatures — Cyclop Kings. I just checked them and they are handled by GUI properly. However game crashes as soon as they shoot... I will fix it soon. :)
"I'm Curious when or whether erm handling of official scripts will have bugs in VCMI"
Certainly. What big feature was implemented without bugs? I try my best but they just happen. :P |
|