SpellMissiles layer

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pango
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SpellMissiles layer

Post by pango » Sat Feb 29, 2020 6:56 pm

While trying to understand why spell missiles can be stopped by a mere arrow, I noticed that:
  • objects on the SpellMissiles layer do not collide with one another (good);
  • arrows are on this layer;
  • the spell missiles I sent are not, they're on the Default layer for some reason:
Spell Missile layer.jpg
Spell Missile layer.jpg (99.8 KiB) Viewed 264 times
That looks like a bug, the prefabs are on the SpellMissiles layer, but instantiating doesn't preserve that info...

Edit: the cloned Magic Missile seems on the right layer, the attached DaggerfallBillboard is not, mmmh
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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pango
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Re: SpellMissiles layer

Post by pango » Sat Feb 29, 2020 8:17 pm

Okay, both spell missiles billboards and arrow models didn't inherit the layer from their parent.
I submitted a PR
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Hazelnut
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Re: SpellMissiles layer

Post by Hazelnut » Sat Feb 29, 2020 8:55 pm

Nice work! :)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Baler
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Re: SpellMissiles layer

Post by Baler » Sat Feb 29, 2020 9:37 pm

From a visual standpoint this fix is a big deal! Thank You!!

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pango
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Re: SpellMissiles layer

Post by pango » Sun Mar 01, 2020 12:18 am

I was mostly concerned by gameplay effects; It's hard to justify an arrow and a spell simply annihilating each other (or even 2 spells for that matter)...

It means you could protect against powerful spells with just a bow and some arrows (and good reflexes).
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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