http://sfcon.demoszenen.de/dcrec/2012-01/1v1Random-2012-01-30_12.30.zip
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Yep, cunning observation there. Killed units are not removed from the world when they are destroyed, but only when they run their own update function the next time (happens 10 times per second). Think of the plane being in the 'crashing down' state for a bit. The explosion that causes the damage is created on gunfire impact, though, and doesn't check whether the plane is already crashing. So yeah, two successful hits in the same simulation frame (plus some more coincidence) can cause two explosions and thus double damage.LadySnowhitepink wrote:but hell then it must happened both exact at the same time....
possible?
bert_the_turtle wrote:Yep, cunning observation there. Killed units are not removed from the world when they are destroyed, but only when they run their own update function the next time (happens 10 times per second). Think of the plane being in the 'crashing down' state for a bit. The explosion that causes the damage is created on gunfire impact, though, and doesn't check whether the plane is already crashing. So yeah, two successful hits in the same simulation frame (plus some more coincidence) can cause two explosions and thus double damage.LadySnowhitepink wrote:but hell then it must happened both exact at the same time....
possible?


Schubdüse wrote:bert_the_turtle wrote:Yep, cunning observation there. Killed units are not removed from the world when they are destroyed, but only when they run their own update function the next time (happens 10 times per second). Think of the plane being in the 'crashing down' state for a bit. The explosion that causes the damage is created on gunfire impact, though, and doesn't check whether the plane is already crashing. So yeah, two successful hits in the same simulation frame (plus some more coincidence) can cause two explosions and thus double damage.LadySnowhitepink wrote:but hell then it must happened both exact at the same time....
possible?
So, Teh Burschi has won the jackpot?!
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