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Rocket Damage #556
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I will try to handle this, with the introduction of #414 I'll have to think through the WorldLogic-Pipeline anyway. |
An idea: Even more radical, I claim that there is no such thing as a varying fieldOfDamage. That was just a hack to get craters look more natural. The damage dealt by colliding objects should be spread through the voxelcluster based on the incoming vector and a hard fieldOfDamage. However, the mere physical damage by projectiles should not be what causes the major part of the destruction. That should happen via the ExplosionDamage, imo. What do you think? |
The collissionFieldOfDamage was introduced because the Shockwave class was abandoned. If something like that is actually introduced, that would definitely be a better solution |
Yep, basically that would mean going back to shockwave. I'll think about it.... |
Currently rockets only cause minimal damage through collisions. The visual explosions should also destroy more voxels at the target (without increasing the rocket mass)
Probably something like collisionDamage (see collisionFieldOfDamage) is needed
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