![Very Happy :D](./images/smilies/icon_biggrin.gif)
![Smile :)](./images/smilies/icon_smile.gif)
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Current state of bullets algorithm:
planning 95%
coding 10%
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Current state of missiles algorithm:
planning 40%
coding 0%
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As i see i fail miserably in implementing new things to the engine. I'll stick in completing the code as standalone ballistics calculator, which could be implemented later in the engine by You Zuzuf
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Bullets script:
-x,y,z of the bullet -Gat
-x,y,z of target -Gat
-Movement vector of the target -Gat
-speed of the bullet (Unit specs based) -Gat
>>rotation speed of unit's weapons -Gat
-Z (left, right) and Y (up, down) Angle of weapon of shooting unit -Gat -Ret
-gravity of the map (remember cool lunar battles in TA
![Very Happy :D](./images/smilies/icon_biggrin.gif)
>>landscape height -Gat
Statements:
>>Can create a new bullet as a class and follows it's path. After collision, it sends proper statement to effects function to create explosion.
-If just bullet , the script tries just to count next position of the bullet.
-function gathers gravity of the map and speed of the bullet for specific unit only once (Not sure about second one)
>>being able to standalone create, manipulate, and terminate bullets.
-Tries to successfully avoid landscape objects by using most efficient max height of the bullet achieved before destroying the target.
>>Changes health of certain unit.
Missiles script:
-x,y,z of the missile -Gat -Ret
-Z and Y angle of the missile -Gat -Ret
-Speed of the missile -Gat
-Field of vision of the missile (in degrees) -Gat
-x,y,z of the target -Gat
>>cooldown time of the missile -Gat
Statements:
>> being able to standalone create, manipulate, and terminate missiles
Small evil dictionary
![Razz :P](./images/smilies/icon_razz.gif)
Ret means Returns. Gat means Gathers.
>> means: Planning to release in future versions.
I'll make sure to edit this post as soon as i'll make any changes.