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Snap

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Westwood implemented a multi-stage target snap system through three key functions that control projectile coordinate correction: In-Flight Snap optimizes ballistic trajectory in real-time, Pre-Explosion Distance Correction performs close-range position calibration, and Pre-Explosion State Correction makes final adaptations based on target state; each stage's activation is strictly constrained by projectile properties (Airburst/Inaccurate/EMEffect), target characteristics, and dynamic parameters, with specific behavioral differences detailed below:

Phase Function Activation Conditions Additional Requirements Final Effect
In-Flight Snap Airburst=no && Inaccurate=no Projectile is about to detonate OR velocity>=128 OR velocity * 2 > distance to target Snaps the projectile to the target's location
Pre-Explosion Distance Correction Airburst=no && Inaccurate=no Distance between projectile and target < 32 leptons Corrects explosion coordinates to target's current location
Pre-Explosion State Correction Airburst=no && EMEffect=no Distance[1] between projectile and target < 42 leptons (with compensation for buildings as in footnote) Non-Building Targets Alive Target entity center
Dying (in death sequence) Follows death animation position
Dead Corpse position
Building Targets Alive Target entity center
Destroyed Center of rubble

Examples

EMEffect=yes, others=no:

  • In-flight snap still works (does not depend on EMEffect)
  • Explosion coordinates are corrected at close range (<32 leptons)
  • State correction is skipped

Airburst=yes, others=no:

  • All snap functions are disabled
  • Projectile follows air burst logic

Inaccurate=yes, others=no:

  • In-flight and close-range snap are disabled
  • State correction (including building rubble) still works

Bugs/Side-Effects/Unexpected Limitations

For projectiles with Inviso=yes, these condition checks are redundant and can introduce accuracy issues when conditions are not met.

  • This bug has been fixed in Phobos Build#30.

Footnotes

  1. If the target is a BuildingType, the distance check is compensated based on its Foundation settings.
     The distance value used in the check = original distance - 64 * (FoundationWidth + FoundationHeight)
    

See Also