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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Aug 03, 2007 12:38 am    Post subject:  curious Reply with quote  Mark this post and the followings unread

what exactly does the elasticity tag do? I know elasticity is the ability of an object to retain its shape but how does that affect anything in the game? And I dont recall ever seeing a weapon with a lower or higher value than .75

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Aug 03, 2007 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

It makes the projectile bounce. However, it can also be used to make the weapons more like tanks in RA/TD and make the weapons hit where the unit was rather than automatically home in on them. This was used to make the Nod Artillery useless against moving targets.

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Aug 03, 2007 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

but on the disk weapon elasticity is not changed so why even include the tag for that purpose when the bouncy=yes tag is present?

Oh and for the second half of your answer: what makes shells tend to "miss" their target, a lower value or higher value?

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Clazzy
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PostPosted: Fri Aug 03, 2007 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Lower. Use Elasticity=0.0
The Bounces tag is used for bouncing weapons but to my knowledge Elasticity is too.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 03, 2007 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Elasticity defines how much an object bounces. Tire debris bounce more than disc-thrower grenades.
With a higher Elasticity they simply bounce more.
And to have them even Bounce you need the Bouncy=yes tag, else Elasticity is useless.

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Crimsonum
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Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 03, 2007 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I have studied this a bit, it seems odd that the elasticity can be set to something between 0.0 and 1.0, and if elasticity is 0.75 (the default), the effect is neutral. It would make more sense if it was 0.5. Why is this?

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Aug 03, 2007 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think .75 is an actual value used in physics that creates a neutral value. I wonder what would happen if you put a number in like 2 or -1 for elasticity.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 03, 2007 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It might crash, TS rules ini recommends to use values between 0.0 and 1.0.

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Aug 03, 2007 5:58 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Hey Check this out, negative elasticity does some crazy things with weapons. Apparently when the value is negative the projectile seems to go under the map a certain depth then detonate just behind where the projectile went under the ground. You could probably make a good suicide weapon if the damage was done high enough with a high enough blast radius. Anyway I found that lowering the elasticity (including negatives) makes the projectile behave like a rock while raising it makes it behave like a bouncy ball. I raised the elasticity to 2.0 and the projectile bounced more than 1/2 way across a 90x90 map! At 20 it just disappeared from the map after a few frames of airtime. I actually think it went above the max speed of 100 at one point.



NEGATIVE99.jpg
 Description:
notice how the light from the weapon (bright=yes) is in one spot while the scorch marks are located behind the disk thrower
 Filesize:  501.11 KB
 Viewed:  3273 Time(s)

NEGATIVE99.jpg



NEGATIVE5.jpg
 Description:
note how the flame animation is slightly submerged
 Filesize:  292.46 KB
 Viewed:  3273 Time(s)

NEGATIVE5.jpg



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 03, 2007 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's odd...that is very odd...

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Fri Aug 03, 2007 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think what's happening here is that since elasticity in TS dictates how far an object bounces and how fast it bounces (I think its exponentially relative to the speed of the projectile) perhaps that is exactly what is happening JUST UNDER THE MAP! Think about it, maybe the disc is bouncing underground! But since there is no -z (i think) axis under the map everything gets distorted. I'm not sure if the gravity settings for TS (its 1-6 whatever the hell units they used) apply when something somehow gets under a map.
But I dont know how to explain how the lighting ended up there. Unless, its an optical illusion like in the "Large Ion Cannon" test I did with a multimissile. The beam appeared to spawn adjcent to the rings when it was actually on top of it!

Lets call banshee over here and see if he knows. Hell we must summon the grand council of modders!!!!!!
I'm also going to do some experiments with gravity settings and see what I get.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 08, 2007 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

first: yes a -z axis exist. It is often used to adjust animations on buildings.
Just think about underground units. They use -z too.
second: the lighting is very normal. it's just at the place where the projectile exploded in the underground. The "distorted" place is always along the vertical view-axis showing that the projectile exploded ca 8 height steps under the scorched earth. So you just found out how to make an underground weapon.
Also here, look at underground units. They drive always to a cell under the actual target and then drive straight upwards about 2 or 3 cells.

Something you can test is, if you can make a weapon able to shoot at those underground driving vehicles using an underground weapon.

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soader
Rocket Infantry


Joined: 28 Sep 2005

PostPosted: Wed Aug 08, 2007 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

so are we saying we have subterrain weapons? like a subterrain missile is possible?

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Alexander C Bukington
Grenadier


Joined: 09 Mar 2007

PostPosted: Wed Aug 08, 2007 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

the thing is though, that when the disk thrower has a target the disks usually go to the unit with no problem. So instead of a disk bouncing to a unit they just land on top of a vehicle. However if the disk misses the target it goes underground

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Fri Aug 10, 2007 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now that's some fansy info, I'll check if it works in YR this weekend. amazing...

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