Theyain wrote:http://pictir.com/pic/Za6K.jpg acid tubes can be target at corners where their acid can not hit you
I have the impression that buildings don't attack unless there's a clear line of sight between the origins of building and target. This behaviour might be crucial for the spinup delay of a turret, but it makes for some really unrealistic behaviour.
For example I made the girders in lower storage on parpax nonsolid so you can shoot through them. However, the trims at the edges of the bars are not nonsolid. if you are a goon running on those bars turrets below you will constantly track you but never fire, because even though they could hit you all the time they don't want to since they don't see your origin long enough.
So if we want the acid tube to behave realistic we might need to have a new spinup algorithm for the turret. (If we let buildings shoot as soon as the hitboxes can see each other then you couldn't run circles around turrets anymore because they wouldnt loose track of you.)
Any ideas of how to fix both issues without taking away the possibility to circle around turrets? My idea would be that buildings target a box inside the hitbox of their opponents that gets bigger when the enemy is farther away, but I'm not sure how easy this could be implemented.