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Calculating prox damage

 
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Smong
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PostPosted: Sat Jun 17, 2006 7:48 am   Post maybe stupid    Post subject: Calculating prox damage Reply to topic Reply with quote

As some already know I have ships in my asss zone that can detect damage. However the prox is a bit dodgy. I already fixed one bug involving ?: and missing brackets.

In this picture (taken with cont39pr1) you can see the L1 bomb explodes quite some distance after it has passed the target. I tested this with different bomb levels and it always explodes in that place:


Here are some details outputted by the server. The bottom line is from the watchdamage module (on the warbird at the bottom of the picture) and the other output is from my bot damage module (on <bot2>, the spider):

I have tried reducing the prox resolution to 16px/1 tile, but there is still a difference in damage as you can see. (48,750,80) means the bomb exploded 48px away, with 750 max damage and 80px blast radius.

Note I don't know exactly where the server thinks the bomb explodes, I'm just using the damage as an indication, this assumes the damage formula is correct.

I thought the definition of a prox bomb, is that it explodes at the closest point to its target. Is there a second timer, after reaching the closest point it waits a bit longer? BombExplodeDelay being the first timer.

Edit: I was using the default asss settings with bomb damage set back to 750, that's pretty much SVS + 500 initial bounty. Obviously I had prox on and I deprized all shrap.




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Dr Brain
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PostPosted: Sat Jun 17, 2006 9:38 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

I believe that there is a prox radius, and that the bomb starts timing after it hits it. There's also something about when the player moves away (or if the bomb does, I suppose) while it's inside the radius.

This is just what I remember, I could be entirely wrong.
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PostPosted: Sat Jun 17, 2006 11:29 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

Looking through all the things Priit has talked about Prox in Continuum, I only found this nugget:
PriitK wrote:
First issue:
This is correct that prox bomb wount not explode when distance to target is decreasing, there is exception to that rule though. Right after shooting for 1/4 second if target is in prox range, bomb explodes. This behaviour is consistent with Subspace

Second issue:
Yep, if prox bomb has "homed in" to some target, it doesn't react to others anymore

Something amusing about one of the beta clients, when you repeled lancaster mines, they bounced back at you.
PriitK wrote:
05.04.2001 12:53 what do you mean? lanc mines do bounce when repped
...
05.04.2001 19:36 shite, thats why my mine strategy with lanc didn't work
fixed in 0.30


I'd recommend trying your experiment again, but this time have both ships moving slowly away from and to the bomb. Being on a turret helps if you want to keep the client in sync with the bot.

Also, try this with Continuum 0.38, as both 38 and 39pr3 have different prox code.
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SpecShip
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PostPosted: Sun Jun 18, 2006 10:30 am   Post maybe stupid    Post subject: Reply to topic Reply with quote

ROFL McPoffle at priit's lanc mines.
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