TheSuperHackers / GeneralsGamePatch

Community Patch to fix and improve original Generals Zero Hour 1.04
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Make ECMs deflect SCUD missiles correctly #436

Open MTKing4 opened 3 years ago

MTKing4 commented 3 years ago

Sometimes they deflect them inwards (towards your army) rather than outwards

MTKing4 commented 3 years ago

Zeke

I assume that if the scud flies towards the edge of the radius, it might sometimes get deflected inwards towards the center because the deflection direction is random .this probably can't be fixed

We can't change how it deflects missiles? Like make them less random and more precise

Afaik, no. This is why I dislike ECM in general, it's basically RNG

xezon commented 3 years ago

This is a feature request that could be tackled with Thyme only. Basically ECM Tank would need to account for nearby friendly forces and exclude jammer redirection based on their positions. Possible, but cannot be achieved with Game Patch.

xezon commented 4 months ago

After giving this some thought, a reasonable tweak here could be to deflect the missiles away from the center of the ECM, predominantly in the opposite direction of the V(ecm)-V(missile). If every ECM jammer tick simply pushes it away from itself, then the jammed Missile should find a reasonable path to deflect to. The original already does it in same way like this, but the math is lacking, likely because it was designed and tested against ground missiles, and not against missiles coming from above.

MTKing4 commented 4 months ago

I think it's still trying to path the missile out of that range, but it's doing it in the wrong direction, i.e sending the missiles behind the ECM instead of in front of it, so maybe we need to tweak the directions only

make it only path in front of it maybe? But That will mean missile will path towards your army if your ECM was facing away from the missile, so extra micro to keep the ECM facing the Missile