bugfix: Improve collision accuracy of all GLA Scud Launcher variants - #170
bugfix: Improve collision accuracy of all GLA Scud Launcher variants#170Stubbjax wants to merge 1 commit into
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Technically it is a buff. Does this need a vote before merge? |
Yes, plenty. I'll put the more impactful ones such as the USA Dozer in dedicated changes, but general inaccuracies and inconsistencies across faction buildings can possibly be combined. Same for civilian buildings.
The reason I didn't label it a buff is that it's counterbalanced by the reduced freedom of movement. Given how rare direct infantry interactions are with Scud Launchers, it could even be considered a nerf overall. |
Can you elaborate what this means? Do enemy units shoot at it sooner now? |
The player's units may face more congestion when pathing around the Scud Launchers as they will occupy more space. |
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Oh okay that sucks. This needs an illustration of the amount of congestion, for example when loading a Tunnel Network. Needs a Committee vote. |
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Why does this need a committee vote? |
Less congestion sounds better for ones own units. If loading a Tunnel with 5 Scud Launchers takes longer after this change, then this is a tangible disadvantage and it can make a difference in the outcome of a match if every now and then a few more units are killed before they manage to enter the tunnel. |
Increase GeometryMajorRadius from 14 to 26 for the standard, campaign, Demolition, Stealth and Toxin Scud Launcher variants. This makes their collision geometry better match the vehicle model and provides more accurate collision detection. Source: TheSuperHackers/GeneralsGamePatch2#170
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Would it be possible to get intel on how advantageous the smaller collision box is for tunnel traffic jams? |

This change improves the collision accuracy of all GLA Scud Launcher variants.
Comparison
SCUD_LAUNCHERS.mp4