Posted: Wed Jul 01, 2020 8:24 am Post subject:
Solid Buildings
Subject description: emulating realisitc combat
What I like about Emperor: Battle for Dune is how units and buildings could be blocked from firing if the obstacle was high enough.
Basically, a Prism Tower with Height=6 and FireFLH=0,0,378 would have been able to fire over a Pillbox with Height=1.
Which with my current settings of SubjectToBuildings=yes on projectiles, SolidHeight=-1 (or BuildingType>Height) and the default values for SolidLevel (0 for projectiles, 1 for buildings) is not happening.
Important to note: the Pillbox was adjacent to the Prism Tower and blocked firing in that direction completely. I couldn't fire anywhere behind the Pillbox.
Actually, and I find this odd, the Prism Tower is blocked but when firing at a bit of an angle on one side of the directly adjacent Pillbox the Pillbox is getting FriendlyFired while on the other, mirrored, side it's not getting scratched.
I want the same E:BfD mechanics emulated in YR, but was recently informed it wasn't possible since "Only the projectile keys SubjectToBuildings and SolidLevel vs target's SolidLevel matter in that regard".
But in that case this line in the Ares Docs makes no sense: "buildings with a large amount of clear space near their top can allow projectiles to fly through that space."
Which projectiles can do this? Ones that are fired from a high enough H in FireFLH or ones that were fired off a cliff?
At the moment, to make things "realistic" and like E:BfD I have to let a relativily short Prism Tower fire "above"/through the higher Allied Battle Lab by making the Prism projectile SubjectToBuildings=no
It just means for a building like Paris Tower you can set SolidHeight lower than Height because "buildings with a large amount of clear space near their top can allow projectiles to fly through that space." _________________
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