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Re-implement Chrono Dampener to properly use firing cycle + VFX fixes #5883
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This reverts commit 1962de5.
Additionally: Fix and improve initial stun effect, make it less dependent on the gun range, and increase its use of BP values
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The chrono dampener intentionally did not use the firing cycle. It was like this before I refactored it in #3918. I discussed this back then too and it would prevent multiple Aeon ACUs from permanently stunning enemy units because they have control over when the chrono dampener triggers. |
I prefer that it does use the fire cycle since tying it to the game tick has the potential to delay the activation for 4 seconds, making the weapon seem unresponsive and sluggish sometimes. |
I'll look into it for you this weekend 👍 |
@MrRowey It should be a very minor change in terms of balance, so I didn't add do not merge. Doesn't change how often Chrono fires or how long it can stun, just when it fires. fa/changelog/snippets/balance.5883.md Lines 1 to 5 in 3096dff
If Aeon SACU get chrono with a longer cooldown, this PR would make creating that new Chrono weapon much easier. |
thats fine, Can i get a ping when merged so I can add to patchnotes |
@Garanas can you review this, please |
@Garanas can you give me a ya or nay for this to be merged in ? |
@lL1l1 can you fix the conflict and can we get this in before the new game patch |
Please make sure to test that overcharge doesn't mess with the firing sequence: #1271 Going by the description of the origin of the issue it shouldn't, but it's good to be sure. |
Tested with a bunch of Percies on Setons mid (has underwater areas near land), NoDamage enabled, and adv gun range vs no gun range upgrades.
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<!-- General useful tooling: - [ScreenToGif](https://www.screentogif.com/): Free, open source screen recorder that can export to MP4. If the changes are visual, these can help you tell us exactly what the changes imply! --> <!-- Feel free to remove unused parts of this template. --> ## Issue Due to #5883, Chrono's effects are visible through fog of war. ## Description of the proposed changes <!-- A clear and concise description (or visuals) of what the changes imply. --> <!-- If it closes an issue, make sure to link the issue by using "(Closes/Fixes/Resolves) #(Issue Number)" in your pull request. --> Use LOD instead of making the effects always visible. The 1100 LOD makes it always visible from a max zoomed out view on a 10 km map, and for 20 km maps, visible if about 1/4th of the map is visible. This is appropriate for the huge AoE Chrono has: it's larger than a nuke's inner radius. It's still weaker than a nuke, so it doesn't have unlimited LOD. I used the emitter editor to make the changes so the file format is changed. ## Testing done on the proposed changes <!-- List all relevant testing that you've done to confirm the changes work. --> Build a chrono ACU and have it groundfire. Zoom out to see the effects are visible at a reasonable zoom level. Switch to civilian army and turn on fog of war to check that the effects don't emit if the ACU is not visible. ## Checklist - [x] Changes are documented in the changelog for the next game version
Fixes #2410.
To replicate the issue, start chrono with targeting of a land/sea surface unit, then walk underwater while staying within its 35 range. It will stay locked on and never check its own inability to fire underwater, so it'll keep firing underwater.
This is caused by its custom firing cycle that never goes to the OnFire event except in the initial target acquisition. The cycle:
idle -> FireReady -(FireReady.OnFire)-> FiringState (repeat forever) -(FiringState.OnLostTarget)-> Idle
Changes
AIR*MOBILE
is not a valid target restriction, so Chrono was uselessly firing at aircraft. The target priorities are fixed to only fire at t1-t3 mobile surface units.