Wednesday, December 13, 2006

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]