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Unit attribute questions.

01-18-2006, 04:51 PM#1
AnarkiNet
In the process of creating a Standard Unit Attributes list, I realized that I don't know myself what some of these attributes are/do.

The following I don't understand/know what they do:
  • Damage Factor - Medium
  • Damage Factor - Small
  • Damage Loss Factor
  • Damage Spill Distance
  • Damage Spill Radius
  • Range Motion Buffer
  • Elevation - Sample Points
  • Elevation - Sample Radius
  • Fog of War - Sample Radius
  • Occluder Height
  • Orientation Interpolation
  • Propulsion Window (Degrees)

That's all I can think of at the moment.

If anyone knows what these do for sure, please, post it so I may make the Standard Unit Attributes list more complete and useful.

PS: If you have any other information that is missing from the list, I'd be glad to know of that info too.
01-18-2006, 05:19 PM#2
Extrarius
I'm not 100% sure, but I think 'Range Motion Buffer' is an 'extra range' that allows an attack that started when the unit was in range to go off even after the unit is out of range. If the unit goes outside of Range + (Range Motion Buffer) before the projectile actually launches, the attack will be aborted.

I think I know many of the others, also, but I gtg so I'll post descriptions later.
01-18-2006, 06:51 PM#3
Vexorian
I actually think that it affects the calculation when shooting missiles at moving targets somehow. reminds me when I was doing an attack-miss-by-avoidance system that seting it to 0 increased the chances that a missile will go to the point the unit was located on when the attack started
01-18-2006, 07:03 PM#4
Peekaboo
Damage factor - Medium: Is the % damage dealt to units in the medium section of the AoE (there are 3 AoE things: Area of Effect - Full Damage, Medium Damage, and Small damage).
Damage factor small is same as above but for the small damage section of the AoE.
I think damage spill is something to do with bouncing attacks, check the huntress attack and see what they do. Damage loss factor is the damage reduction per bounce of bouncing attacks.
Thats all I know i'm affraid :o
01-18-2006, 07:03 PM#5
AnarkiNet
Vex, i think what you are describing has to do with the Combat - Weapon Type property which can be set to stuff like "instant" or "artillery" etc.

EDIT: Thanks peekaboo. I assume then that because there is no "Damage Factor - Full" it means that it does....full damage to the "Area of Effect - Full" area?
01-18-2006, 07:08 PM#6
Peekaboo
Quote:
Originally Posted by AnarkiNet
Thanks peekaboo. I assume then that because there is no "Damage Factor - Full" it means that it does....full damage to the "Area of Effect - Full" area?
Yup
01-18-2006, 07:50 PM#7
mmx2000
Yeah, basically the Damage AOE spots work like a sliding scale... At the epicenter (your initial target) you have 100% damage. But as you move away, you enter the Medium area which you can then set to be a different % of damage, and so on for low, and outside of Low you have no damage.
I thought Range Motion Buffer has to do with non-homing projectiles shooting at moving targets. Because say, Archers in the main WC game would be useless because most times they are firing at units running towards them, and such. The motion buffers ensures that they still hit, unless they move too far and the arrow misses.
That's just kind of a guess though... if I was sitting in front of WE I could check the archers Motion Buffer and test that idea.

Occluder Height I think has something to do with when a camera has to pass through a model, for when it makes the model transparent. Thats just a guess based on experiences with another game engine that used the word Occluder >.>

No idea what the others mean...
01-19-2006, 09:55 AM#8
AnarkiNet
it looks like Range Motion Buffer is set to 250 for just about every unit. I'm a little too lazy right now to look through every unit and find a difference.

EDIT: it looks like for the Attack 1 stats, most units have a 250 range motion buffer, but for units that have a second attack, it varies widely.
01-19-2006, 11:32 AM#9
PitzerMike
Maybe the distance at which they switch from melee to distance weapon and vice versa?
01-19-2006, 11:43 AM#10
Azazel_
Range Motion buffer sets the distance required for the target to move in order for the attacker to miss. I can verify this as it has been used and tested extensively on my map, NotD Aftermath. I generally set 50-100 range motion buffer on zombie attacks for reasonable hit avoidance.

Further Notes to Range Motion Buffer :
- The miss generally occurs only if you move away from the unit. My Marines have a range motion buffer of 40, yet never miss even as quick zombies travel towards the squad.
- The animation backswing and damage point are important variables in determining the effectiveness of your range motion buffer as well. The longer they are, the more likely you will be able to avoid a hit.

Damage Spill Distance is the distance in which damage will continue to occur after the first target is hit. This is used in NotD maps for the 'piercing' effect, where zombies in a line are hit. The general value used in NotD is 130-160. This is used for missile (line) attacks.

Damage Spill Radius is the radius is used for missile (Splash) attacks, and its effects are demonstrated by the Firebat in NotD Aftermath.

Propulsion Window is the angle of attack allowed for the unit without requiring the model to turn direction. Eg, an Propulsion Window of 90 means your unit can attack in a 90 degree forward arc without turning. Setting this to 0-20 is good for accurate model turning, used in the Marine models in Aftermath as well. I believe there is a default limit around 120 for the Propulsion Window.

Occluder Height is the 'height' of the unit, allowing it to effectively block line of sight. From my experience this only works with doodads (trees) and structures. This height is useful to set how high a unit must be in order to see the terrain unrestricted. You can determine the height of specific terrain in the area my moving your mouse to a point and viewing the Z-axis at the bottom left. (x,y,z)
01-19-2006, 12:27 PM#11
AnarkiNet
Awesome azazel, i'll add that stuff in a bit.
01-19-2006, 03:27 PM#12
Vexorian
Quote:
Originally Posted by AnarkiNet
it looks like Range Motion Buffer is set to 250 for just about every unit. I'm a little too lazy right now to look through every unit and find a difference.

EDIT: it looks like for the Attack 1 stats, most units have a 250 range motion buffer, but for units that have a second attack, it varies widely.
No seriously, I am now sure that I am right. Azazel seems to have been valid with artillery attacks. Cause there is no way to make an attack miss unless the attack is artilery or the unit has evasion.

But range motion buffer determines the place where a unit will aim if the target is moving.
01-19-2006, 03:34 PM#13
Azazel_
The zombies in Aftermath are using 'Normal' attack with Range Motion Buffer of 50. If you evade the zombie, it will miss. Here is an old version of Aftermath for verification : Night of the Dead : Aftermath 1.1c
01-19-2006, 03:35 PM#14
Vexorian
oh well duh, for melee units avoidance works but for ranged it does not
01-19-2006, 04:09 PM#15
AnarkiNet
So Range Motion Buffere equates to how much the unit will "lead" their shots? That makes sense i guess.