- the zap chain range is box shaped, and the box width has an obscure size, ~232qunits
- the zap chains to secondary targets visible to the zapper, as opposed to targets visible from the primary target
- a buildable may only be zapped by 1 advanced marauder at a time
- the zap effect does not show up when the target dies due to a zap
- possibly other things i don't recall atm
Created attachment 2736[details]
uber advanced marauder zap fix
this patch addresses the mentioned issues.
as Norfenstein requested, all the zap ranges (first zap, zap chain) r now sphere shaped, having a radius of 200 qunits.
furthermore, even though zaps do not chain through dead targets, a visual effect is shown when zapping dead buildables (doing 0 damage). the visual effect is removed instantly when the zapped target disappears, ie., a zapped player leaves the team, or a zapped buildable is deconstructed.
even though it is now possible to chainzap a buildable with 2 advanced marauders at the same time (the appropriate damage is done), only 1 zap line shows up at a time. i believe is a rendering bug in the cgame module: i think the cgame assumes that a buildable is only chainzappable once at a time. this is a candidate for more fixing.
This looks like it was a lot of work, but it's done nicely. Thank you. Committed (with very few, trivial formatting modifications to fit <80 char width) at r2247.
Created attachment 2736 [details] uber advanced marauder zap fix this patch addresses the mentioned issues. as Norfenstein requested, all the zap ranges (first zap, zap chain) r now sphere shaped, having a radius of 200 qunits. furthermore, even though zaps do not chain through dead targets, a visual effect is shown when zapping dead buildables (doing 0 damage). the visual effect is removed instantly when the zapped target disappears, ie., a zapped player leaves the team, or a zapped buildable is deconstructed.