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Enhanced functionality for conditional impacts

Open Kestrellius opened this issue 6 months ago • 0 comments

This PR adds a suite of new options to the conditional impacts system, including:

  • support for subsystem armor as a condition
  • special cases for asteroids, debris, and empty space
  • a system to detect cases where a long laser is overpenetrating its impact point, and spawn an additional effect at the laser's head to help conceal the overpenetration
  • options for conditioning an effect on the ratio between damage dealt and hitpoints left
  • a few other boolean options for controlling when effects can or can't play

This required a certain amount of moving things around, but I'm pretty sure I got all the code paths and behavior will not be changed given the same tables.

Kestrellius avatar Jun 20 '25 00:06 Kestrellius