beep4.wav
beep6.wav
button9.wav
All are hardcoded. All are ambiguous. All need to be un-hardcoded (or at lease hardcoded with names that make sense).
-Can be changed in sounds.lua
Damage of falling debris
If you have parts pop off when a unit dies, those parts will do a hardcoded amount of damage that cannot be changed. This should not be hardcoded. It should not be worked around with lua. It should be un-hardcoded.
Edit: Lua workaround (for the sake of reference)
Code: Select all
function gadget:UnitPreDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, attackerID, attackerDefID, attackerTeam)
if weaponDefID == -1 then
return 0
end
return damage
endNot much to say about this one. It just causes problems.
Lua Workaround:
Code: Select all
for name, ud in pairs(UnitDefs) do
ud.activateWhenBuilt = true
endhttp://springrts.com/phpbb/viewtopic.php?f=14&t=28546
It seems there is not much controll about the groundscar texture that projectiles leave on impact?
Basically atm:
1) texture is randomly chosen
2) size is based on "default" damage
3) all weapons must use same textures
At least it seems so to me from eg
https://github.com/spring/spring/blob/d ... r.cpp#L940
but maybe I am missing something.
Is there more to control 1,2,3?
Would be nice to if something like this was possible in weapondef:
Code: Select all
groundscars = {
[1] = {texture="crater1.png", size=25},
[2] = {texture="crater2.png", size=60},
[3] = {texture="crater1.png", size=25},
}Similiar thread from 2007:
http://springrts.com/phpbb/viewtopic.ph ... rs&start=0
Dedicated transportee tags
http://springrts.com/mantis/view.php?id=3068
Checks against transportiees are done against tags with serve other purposes. I would like the unrelated purposes of these tags split such that transport behaviour can be controlled without affecting anything else.
transportSize, minTransportSize and transportCapacity and checked against unit footprintX. transportMass and minTransportMass are checked against mass. So tags transportieeSize and transportieeMass would be added.
Configurable minimap team colours
http://springrts.com/mantis/view.php?id=3067
I would like full control over a player's team colour for the purposes of the minimap display. I know Spring.SetTeamColor can change team colour for minimap and main map at the same time. I also know that "/minimap simplecolors 1" will enable simple team colours for the minimap but it appears to use hardcoded colours.
Gunship strafe distance
http://springrts.com/mantis/view.php?id=2955
Currently gunships seem to strafe at a distance dependant on the range of their longest weapon. It would be good if this hardcoded detection could be overridden with a unit tag to specify strafe range.
Shield penetration
http://springrts.com/mantis/view.php?id=2946
Currently beamlaser penetrates a shield if the shield charge is lower than their default damage. This works poorly for long beamtime weapons because while they have high damage over their beam duration they deal damage at a low rate. I would like to configure the level of charge which lets a beamlaser penetrate a shield with a tag. This tag would just control the shield charge required to penetrate, the damage dealt to the shield would be unchanged.
http://springrts.com/mantis/view.php?id=2684
A variable in modrules that controls the decay rate of EMP damage. Currently it is hardcoded to 100% -> 0% in 40 seconds.
Specifically for the version I looked at in https://github.com/spring/spring/blob/d ... s/Unit.cpp [^]
"float CUnit::empDecline = 2.0f * (float)UNIT_SLOWUPDATE_RATE / (float)GAME_SPEED / 40.0f;"
The magic number "40.0f" means 40 seconds. This would need replacing with a value from modrules.
Decloak behaviour
http://springrts.com/mantis/view.php?id=2683
I would like control over how effective a unit is at detecting cloaked units. Currently it is hardcoded to modelRadius. In general algorithm for decloaking is shown below for the current system:
If (distanceBetween(me, enemy) < enemy.modelRadius + me.minCloakDistance)
decloak
enemy.modelRadius should be replaced with a new unitdef tag called something like 'cloakDetectionRadius'. This value would default to modelRadius for backwards compatibility.
The tag should be able to take negative values because a unit could be really bad at detection or even completely unable to detect cloaked units.
http://springrts.com/mantis/view.php?id=2521
From this thread http://springrts.com/phpbb/viewtopic.php?f=21&t=25731. [^] I'm making a report here as it is probably a better idea to put specific feature requests in the ticket system.
Basically the tag would skip terrain based checks for aiming and firing the weapon.
Bombers that fly straight for a while.
http://springrts.com/mantis/view.php?id=2693
After taking off bombers are unable to turn for a few seconds, this is a hardcoded duration that should be turned into a unitdef tag.
Radar Autotargeting
At the moment it is impossible to tell your units not to fire at radar dots. "Targeting Facility" only controls the accuracy of those radar dots, not the underlying behavior.
FPS Mode aiming snaps to the ground
http://springrts.com/phpbb/viewtopic.php?f=14&t=29675
Since some versions, Spring forces all aiming done in FPS mode to snap to ground or valid targets, which makes the mode pretty useless - even while conceivably nerfing a large range of exploits.
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Anyone have any more hardcoded nonsense that they can think of?

