forked from 0ad/0ad
Added minimum range to archers as well as ProjectileSpeed property to all ranged units.
This was SVN commit r4482.
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1036799546
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@ -24,6 +24,7 @@
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<Pierce>0.5</Pierce>
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<Range>24.0</Range>
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<Speed>1500</Speed>
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<ProjectileSpeed>12.0</ProjectileSpeed>
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</Ranged>
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</Attack>
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</Actions>
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@ -16,6 +16,16 @@
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<Rollover>They tended to be lightly armoured. They usually only participated in the first stage of a battle, sending a volley of arrows raining down the enemy. Of course they would have to stop shooting once the melee units closed in. This means their job was largely over once the 'true battle' was underway. They spent hours training with a bow, but if you were hit by an arrow it was more likely an act of random chance than being specifically targeted by an archer.</Rollover>
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</Id>
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</Traits>
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<Actions>
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<Attack>
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<Ranged>
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<MinRange>8.0</MinRange>
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<ProjectileSpeed>18.0</ProjectileSpeed>
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</Ranged>
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</Attack>
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</Actions>
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</Entity>
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@ -625,7 +625,9 @@ function performAttackRanged( evt )
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// action (do nothing) is what we want.
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// Parameters 5, 6, and 7 are all optional.
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projectile = new Projectile( this, this, evt.target, 12.0, this, projectileEventImpact )
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projectile = new Projectile( this, this, evt.target,
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this.actions.attack.ranged.projectileSpeed,
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this, projectileEventImpact )
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// We'll attach the damage information to the projectile, just to show you can
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// do that like you can with most other objects. Could also do this by making
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