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Ranged Targeting [DIS]

Posted: 20 Sep 2015, 02:30
by wushin
Weapon collision finding explained.

A can Attack B, but B cannot Attack A. Here is why.

When calculating whether or not ranged can attack a target, TMWA finds the first (marked 1 in diagram) Point towards target. If those coords are the diagonals It seeks out the two tiles (marked 2 in diagram) in the direction of the Angle. If all 3 tiles are clear of collision it attempts to find a complete path (firing solution) to the target. If one of the first tiles are collision it fails, if one of the second tiles is collision it also fails. In the diagram it results in B not being able to attack A while A can Attack B. Firing solution is mapped in 1/2 red squares. Fuchsia square doesn't block A either. If the collision on the bed's headboard is removed a successful attack is capable by B.

Re: Ranged Targeting [DIS]

Posted: 29 Oct 2015, 16:19
by pateame
¿Is possible to use these limitations in collision areas to make a monster stay in some place unreachable to melee combat?
That way only archers or mages in the collision corners will be able to hit the monster, and the map corners could be used as "fishing spots" to fight against smaller mobs.
In Tulimshar for example there's a nice spot to do that:
Image
BUT, ¿what if the dropped loot fall in the water? :shock:

Re: Ranged Targeting [DIS]

Posted: 29 Oct 2015, 16:34
by wushin
You could but it would be exploiting a bug in TMWA's targeting so one can guarantee it would continue to work.