Let the number of ForceWall beams be control via the ParticleDensity menu setting.
+ Added comments.
+ Fix for 2 issues:
#1 force fields (the part between the field generators) can intersect with vehicles and not destroy them
#2 you can successfully drop turrets or field generators into a vehicle (and ground level) and destroy the vehicle
Fixed both of these by adding a "pseudo" collision cylinder to vehicles and changing the code to use this instead of the given pawn to test against the collision for the force field / deployable inventory test.
+ Reduced Force Wall beam count from 6 down to 4 as a minor optimization.
+ burning energy death for harby
+ upped damage radius on Harbinger multirocket
+ Added per deployable cost for force walls.
Refactored the code a tiny bit to make it easier to put in per-unit costs for other deployables.
+ Fix for Scott's dumb particles. [ed:Scott - they're not dumb, they're advanced]
+ Added comments.
+ Fix for 2 issues:
#1 force fields (the part between the field generators) can intersect with vehicles and not destroy them
#2 you can successfully drop turrets or field generators into a vehicle (and ground level) and destroy the vehicle
Fixed both of these by adding a "pseudo" collision cylinder to vehicles and changing the code to use this instead of the given pawn to test against the collision for the force field / deployable inventory test.
+ Reduced Force Wall beam count from 6 down to 4 as a minor optimization.
+ burning energy death for harby
+ upped damage radius on Harbinger multirocket
+ Added per deployable cost for force walls.
Refactored the code a tiny bit to make it easier to put in per-unit costs for other deployables.
+ Fix for Scott's dumb particles. [ed:Scott - they're not dumb, they're advanced]
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