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[Request] missile launch for Shp vehicles.
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Fri Oct 21, 2016 11:57 pm    Post subject:  [Request] missile launch for Shp vehicles.
Subject description: "V3 and V3wo mode"
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I'm not sure why dont works this for shp's, the ***WO (unloaded) mode dont works for shp's...

Is possible help me with this request? Smile



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Oct 22, 2016 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, maybe it doesn't apply to .shp vehicles, although for a big ICBM, why not have a deployer that extends feet?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 22, 2016 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

You can use firing anims for this.
FiringFrames=
StartFiringFrame=

The only difference would be, that the missile is instantly visible on the unit again after the anim is finish and not until the reload is finish.

The only downside of this, when using long anims you can get very quick very big SHP files with over 2000 frames.
32facings*100 firing frames=3200 frames just for the firing animation.

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Oct 22, 2016 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
You can use firing anims for this.
FiringFrames=
StartFiringFrame=

The only difference would be, that the missile is instantly visible on the unit again after the anim is finish and not until the reload is finish.

The only downside of this, when using long anims you can get very quick very big SHP files with over 2000 frames.
32facings*100 firing frames=3200 frames just for the firing animation.



Impossible, i'm using a very long recharge time Mad like 130 seconds of unload.  Crying or Very sad


Quote:
why not have a deployer that extends feet?


deploy animation? hmm... maybe... however... deploy units with AI don't is good idea :c

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 22, 2016 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

HG_SCIPCION wrote:
Impossible, i'm using a very long recharge time Mad like 130 seconds of unload.  Crying or Very sad

why is that a problem?
-unit+missile reloads for 130 seconds
-then the firing anim starts with the missile tilting upwards
-the missile is fired
-after a few frames (20-30) the missile is visible again (up to you how many unit without missile frames you add here)
-unit+missile reloads for 130 seconds again

Having the unit without the missile for the entire recharge time is not necessary imo. It would be nice, but it works well also without it.

DTA is using the same logic for years on the RA V2 and it looks and works well ingame.

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Sat Oct 22, 2016 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh... spammer (spawner*) units don´t work with FiringFrames=
:c (after of test with it)

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Last edited by HG_SCIPCION on Sat Oct 22, 2016 1:38 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Oct 22, 2016 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

HG_SCIPCION wrote:
oh... spammer units don´t work with FiringFrames=

you mean spawner, right?
Well, this is indeed a problem.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Oct 22, 2016 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

; MovingFire = The vehicle does not need to stop before it can fire (def=yes)?
; DeployToFire = The vehicle must deploy before it can fire (def=no)?
; UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1)

?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Oct 25, 2016 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

How about gattling switch?
stage1 = normal weapon that triggers the firing anim
stage2 = spawn launcher weapon

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sat Dec 24, 2016 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

That seems like a valid workaround, however problems might arise if the firing sequence is ever interrupted. Still, that could be explained away as the missile having been lost by the interruption of the firing sequence.

Also, Red Alert had the VisibleLoad tag, perhaps reactivating that in Ares would be an easy way to recover the feature of having un-loaded SHP units.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Dec 26, 2016 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Millennium wrote:
That seems like a valid workaround, however problems might arise if the firing sequence is ever interrupted. Still, that could be explained away as the missile having been lost by the interruption of the firing sequence.

Also, Red Alert had the VisibleLoad tag, perhaps reactivating that in Ares would be an easy way to recover the feature of having un-loaded SHP units.


If you have Stage1=1, it's very unlikely to be interrupted within 1 frame

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Dec 26, 2016 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I am sure it will work well for all practical purposes.

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