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Combat Ranges

A forum to discuss our favorite game features we do not want to forget.

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Jakkal
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Re: Combat Ranges
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Post by Jakkal » Sun Dec 20, 2015 11:40 pm

The thing is that it's pretty much dead on with the live game because the VGO Devs haven't touched it. I'm not sure if they can since it's a client thing. VG distance has always been screwy, they have some kind of magic math formula that made things very weird. It definitely measured things on a slope very weird.

Regardless, it's the same as the live game.
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Amnath
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Re: Combat Ranges
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Post by Amnath » Tue Dec 22, 2015 3:26 pm

Yes. I'm not really going on about the range finder itself; that's just built in, and not directly used to program combat.

So, the 5 range equals 5 to 5.99, which would be around 500-599 coordinate units. You'd want to set the 5 melee range in there, which, at the same time, needs to use an "offset" versus different sizes of mobs.

If it worked right, your combat range would read 5 on the compass, most of the time, kind of coincidentally.

It just needs to be a radial equation, that works on everything immediately, and if you push that a little further, you'd be looking at an AoE explosion, from which you can hide behind a column. Bit more complicated but same in principle.
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