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RA2-style Tesla Bolt and Missile Projectiles #70

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steadyfield opened this issue Nov 1, 2015 · 7 comments · Fixed by OpenRA/ra2#664
Open

RA2-style Tesla Bolt and Missile Projectiles #70

steadyfield opened this issue Nov 1, 2015 · 7 comments · Fixed by OpenRA/ra2#664

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@steadyfield
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The tesla bolt and missile Projectiles are currently in RA1-style.

@GraionDilach
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May you elaborate the latter? The logic for missiles has already been added (only voxel art remains, but RA2 used SHP missiles at many cases, like IFV, Apoc, Patriot, Aegis...).

@steadyfield
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The missile in RA2 is launched from the unit with an angle to the ground. Also the missiles fly in a different way in OpenRA2. Sorry, my English is bad and cannot explain it clearly. I wanted to upload some images but something went wrong and cannot upload it.

@GraionDilach
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The first is a relatively simple issue, but the latter will not be fixed entirely I think - OpenRA missile tries to fly above a certain height relative to terrain, RA2 missile instead tries to fly in a fixed height).

@phrohdoh
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phrohdoh commented Nov 1, 2015

@GraionDilach Did that mean it was valid for a missile to collide with a cliff (for example) and blow up there?
If so, we should replicate that.

@penev92
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penev92 commented Nov 1, 2015

FWIW the sprite missiles in RA2 always took the same ridiculous path, which in most cases didn't make sense.
My money is on that being an engine limitation.

@GraionDilach
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Missiles were flying higher than the maximum height of a map.

@Mailaender
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http://modenc.renegadeprojects.com/IsElectricBolt looks like it was directly painted by the engine.

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5 participants