Open CrimRecya opened 2 months ago
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Resolve the conflict and we can merge it
Arcing
with different enhanced functions. Without doubt, It supported linkage withTrajectory=Disperse
.Trajectory.Parabola.DetonationDistance
controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation.Trajectory.Parabola.TargetSnapDistance
controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping.Trajectory.Parabola.OpenFireMode
controls how should the projectile be launched. This has the following 6 modes.Trajectory.Speed
and target coordinates as calculation conditions, i.e. the flight time of the projectile is permanently fixed.Trajectory.Parabola.ThrowHeight
and target coordinates as calculation conditions, i.e. the detonation time of the projectile is relatively fixed.Trajectory.Parabola.LaunchAngle
and target coordinates as calculation conditions. In this mode, the performance consumption is high, and may have no solution. It is not recommended to enableSubjectToCliffs
or enableAA
with a smallerMinimumRange
when using this mode.Trajectory.Speed
andTrajectory.Parabola.ThrowHeight
as calculation conditions, i.e. the trajectory will only undergo altitude changes with the height of the target.Trajectory.Parabola.ThrowHeight
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will change horizontally with the height of the target.Trajectory.Speed
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will be permanently fixed.Trajectory.Parabola.ThrowHeight
controls the maximum height of the projectile and is only used for modes 1, 3, or 4. The specific height will be determined by taking the larger of the launch height and the target height then increasing this value. Non positive numbers are not supported.Trajectory.Parabola.LaunchAngle
controls the fire angle of the projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ 90.0 (Cannot use boundary values) in Mode 2 or 5, and 0.0 ~ 90.0 (Cannot use boundary values) in Mode 4.Trajectory.Parabola.LeadTimeCalculate
controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret.Trajectory.Parabola.DetonationAngle
controls when the angle between the projectile in the current velocity direction and the horizontal plane is less than this value, it will detonate prematurely. Taking effect when the value is at -90.0 ~ 90.0 (Cannot use boundary values).Trajectory.Parabola.DetonationHeight
controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value.Trajectory.Parabola.BounceTimes
controls how many times can it bounce back when the projectile hits the ground or cliff. Be aware that excessive projectile speed may cause abnormal operation. AndTrajectory.Parabola.DetonationDistance
do not conflict with this and will take effect simultaneously. So if you want to explode the bullet only after the times of bounces is exhausted, you should setTrajectory.Parabola.DetonationDistance
to a non positive value.Trajectory.Parabola.BounceOnWater
controls whether it can bounce on the water surface.Trajectory.Parabola.BounceDetonate
controls whether it detonates the warhead once extra during each bounce.Trajectory.Parabola.BounceAttenuation
controls the attenuation coefficient of projectile bounce damage, that is, how many times the next damage after each bounce is the damage just caused. This will also affect the damage of the final detonation.Trajectory.Parabola.BounceCoefficient
controls the attenuation coefficient of projectile bounce elasticity, that is, how many times the speed after each bounce is the speed before bouncing.Trajectory.Parabola.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate=yes
andTrajectory.Parabola.LeadTimeCalculate=true
on this basis.Trajectory.Parabola.RotateCoord
controls whether to rotate the projectile's firing direction within the angle bisector ofTrajectory.Parabola.OffsetCoord
according to the weapon'sBurst
. Set to 0 to disable this function.Trajectory.Parabola.MirrorCoord
controls whetherTrajectory.Parabola.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.Parabola.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.Parabola.UseDisperseBurst
controls whether the calculation ofTrajectory.Parabola.RotateCoord
is based on its superior'sTrajectory.Disperse.WeaponBurst
of the dispersed trajectory, rather thanBurst
of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.Trajectory.Parabola.AxisOfRotation
controls the rotation axis when calculatingTrajectory.Parabola.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.In
rulesmd.ini
:What is
Trajectory=Disperse
-> #1295Trajectory=Disperse
+Trajectory=Parabola