Skip to content

Hide odin technical range in LUS#5794

Open
SteelBlueZK wants to merge 2 commits into
ZeroK-RTS:masterfrom
SteelBlueZK:odinrange
Open

Hide odin technical range in LUS#5794
SteelBlueZK wants to merge 2 commits into
ZeroK-RTS:masterfrom
SteelBlueZK:odinrange

Conversation

@SteelBlueZK

Copy link
Copy Markdown
Contributor

fix for #5587

Comment thread scripts/bomberassault.lua
@@ -129,10 +142,23 @@ function script.FireWeapon(num)
end

function script.BlockShot(num, targetID)

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Check for style in this function

@sprunk

sprunk commented Jul 20, 2026

Copy link
Copy Markdown
Member

Why not make a customparam that adjusts any projectile range?

@SteelBlueZK

Copy link
Copy Markdown
Contributor Author

9001 is a meme number, previously it was 3000. I don't think the number really matters, just that it is larger than any potential travel distance. I did manage to make an unrealistically high mountain and drop a bomb in an unreasonable pit and watch it expire before hitting it's target, so I just bumped the number. It could be a custom parameter, but I don't think it's any useful information.

@sprunk

sprunk commented Jul 21, 2026

Copy link
Copy Markdown
Member

The advantage of customparam is that a modder would be able to put thermite on some other bomber. Even if the numerical value is arbitrary in this case, accepting a number is useful for decoupling targeting range from expiration range to deliberately introduce overshoot for some "regular" weapons (at least I remember @GoogleFrog made a mantis ticket about 10 years ago with the request).

- in weapondef customparams.fake_range_override
- assorted cleanup
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

2 participants