Phobos icon indicating copy to clipboard operation
Phobos copied to clipboard

Technos keep range after firing

Open CrimRecya opened this issue 1 year ago • 1 comments

  • Technos will maintain a suitable distance after firing if KeepRange is not set to 0.
    • KeepRange controls how long the distance to maintain when the techno's ROF timer is ticking. What is actually read is its absolute value. If it is a positive value, it will be stayed outside this distance, just like it has a special MinimumRange after firing. If it is a negative value, it will be kept as close as possible to this distance, just like it has a special Range after firing. In addition, if the effective range section is too small, it will be considered unable to fire. It is best to have an effective range of 1.0, and 2.0 is best for Infantry.
      • KeepRange.AllowAI controls whether this function is effective for computer.
      • KeepRange.AllowPlayer controls whether this function is effective for human.

In rulesmd.ini:

[SOMEWEAPON]                 ; WeaponType
KeepRange=0                  ; floating point value
KeepRange.AllowAI=false      ; boolean
KeepRange.AllowPlayer=false  ; boolean

CrimRecya avatar Jun 23 '24 15:06 CrimRecya

Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

github-actions[bot] avatar Jul 07 '24 19:07 github-actions[bot]

If positive KeepRange= is higher than weapon's Range=, or if negative KeepRange= is lower than weapon's MinimumRange=, then the unit will go into melee range between shots. This behavior is probably fine for negative KeepRange=. However, for positive values, i was expecting something like this: a unit with Range=2, KeepRange=8 and long ROF would get close to fire, and then run away to 8 range, and then come back to Range=2 once its ROF timer ends. Unfortunately, that's not the case.

Otherwise appears to be working fine.

mevitar avatar Dec 08 '24 19:12 mevitar

If positive KeepRange= is higher than weapon's Range=, or if negative KeepRange= is lower than weapon's MinimumRange=, then the unit will go into melee range between shots. This behavior is probably fine for negative KeepRange=. However, for positive values, i was expecting something like this: a unit with Range=2, KeepRange=8 and long ROF would get close to fire, and then run away to 8 range, and then come back to Range=2 once its ROF timer ends. Unfortunately, that's not the case.

Otherwise appears to be working fine.

Thank you for testing. The original design intention of this feature is indeed to allow technos to make corresponding actions within its range. Therefore, I use this flag to replace the weapon's Range/MinimumRange when the techno is rearming. I have tested replacing both at the same time to achieve movement beyond the actual range, but this may still cause the techno to shift from attacking targets to moving towards them. This may require more effort.

CrimRecya avatar Dec 09 '24 05:12 CrimRecya