Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat May 27, 2017 4:20 am Post subject:
Airburst and Splits logic help needed please
Subject description: Problem solved, I decided not to...
I'm making a projectile that splits at the target when it's near, but it dosen't, the other one is Airburst, and I tested it ingame, it dosen't work, i need help here please!
_________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you Last edited by NucleiSplitter on Tue May 30, 2017 7:59 am; edited 2 times in total QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Sat May 27, 2017 5:36 am Post subject:
So, is there anything wrong with the ScatterShot code? _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Yeah I don't think you paid much attention to what was written in Ares documentation. You wouldn't have to ask this stuff if you did.
- You declare Splits/Airburst without defining AirburstWeapon. How do you think game knows what weapon to split the first one to? It doesn't, not without defining AirburstWeapon.
- It also does not automatically trigger Splits/Airburst. It only happens when projectile expires, as in when it either hits a target or it has reached ProjectileRange (which is defined in weapon, not projectile btw) if projectile has Ranged=yes.
- Related to the above, Arcing=yes might not work in an optimal fashion when combined with Airburst=yes. The logic was originally meant to be used with tracking projectiles (ROT > 0) which would be shot above your actual target and trigger AirburstWeapon there. With Arcing=yes this does not happen, normal trajectory is followed instead. AirburstWeapon will trigger directly on the target, or if using ProjectileRange, somewhere along the way spreading cluster potentially far away from the intended target.
- AroundTarget takes yes/no as a value. Documentation's mention about defaulting to Splits means it defaults to the value of Splits. _________________ QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon May 29, 2017 11:56 am Post subject:
Okay, I wrote this on my computer, I tried, it did work until...
Code:
Basically, what I'm trying to do here is, the ScatterShot would shoot out the
ScatterBit, then on Elite, the ClusterShot would be used, the ClusterShot will
shoot out ClusterBit1, then ClusterBit1 would shoot out ClusterBit2
(In short, on elite, I'm trying to make the missile bouncy)
But it dosen't work, I did all of what Starkku said, it worked, but when I did it
with the ScatterBits/ClusterBits it dosen't, I need your help on this
- It also does not automatically trigger Splits/Airburst. It only happens when projectile expires, as in when it either hits a target or it has reached ProjectileRange (which is defined in weapon, not projectile btw) if projectile has Ranged=yes.
you use MinimumRange, which is not the same as ProjectileRange
It's also helpful to write more in detail what exactly doesn't work.
Ares doc wrote:
[Projectile]?Splits= (boolean)
Whether the projectile will split into a number of other projectiles defined byCluster and AirburstWeapon. Can be combined with Airburst. Defaults to no.
The manual clearly states you have to use Cluster for Splits logic. No key present on your first stage projectile, thus i assume game defaults to Cluster=0. That's why no second stage splits logic projectile is fired. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Mon May 29, 2017 2:51 pm Post subject:
The MinimumRange is intended to be there on the weapon...
So, Time to mark things down, I don't have ProjectileRange and Cluster tags, and the problem is, I'm trying to make the ClusterBits bouncy by being shot again, so ClusterBit1 will be shot then when it crashes, ClusterBit2 would be shot from the landing spot of ClusterBit1, is that a bit too complex? Or am I doing the it the wrong way? _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Sorry for the over one year bump. But I kinda face the a problem here where my Projectile explodes in mid air which is intended but does not release its second stage weapon properly can any one help ? here is the code:
[F14AJ-AAM-6] ; Type-101 - AAM-6 Anti-Air Active Radar Homoing Long Range missile
Damage=200
ROF=10
Range=34
ProjectileRange=5
Projectile=F14AJ-AAM-6Proj
Speed=30
Warhead=SA ;F14AJ-AAM-6WH
Report=IntruderAttack
Burst=1
Anim=GUNFIRE
TurboBoost=yes
FireOnce=no
[F14AJ-AAM-6Proj]
Arm=2
Shadow=no
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=AAM-6
Airburst=no ; have also tried this with a yes but it does not seem to be working either
AirburstWeapon=F14AJ-AAML6
Splits=yes
Cluster=2
AroundTarget=yes
RetargetAccuracy=100% ; Also tried 1.0 here
;AirburstSpread=1.5
ROT=20
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
[F14AJ-AAML6] ; Type-101 - AAM-6 Anti-Air Active Radar Homoing Long Range missile
Damage=200
ROF=10
Range=34
ProjectileRange=44
Projectile=F14AJ-AAM6LPROJ
Speed=30
Warhead=F14AJ-AAM-6WH
Report=IntruderAttack
Burst=1
Anim=GUNFIRE
TurboBoost=yes
FireOnce=no
[F14AJ-AAM-6E] ; Type-101 - AAM-6 Anti-Air Active Radar Homoing Long Range missile
Damage=200
ROF=10
Range=36
ProjectileRange=46
Projectile=F14AJ-AAM-6Proj
Speed=45
Warhead=F14AJ-AAM-6WH
Report=IntruderAttack
Anim=GUNFIRE
Burst=2
TurboBoost=yes
FireOnce=no
[F14AJ-AAM-6WH]
Wall=yes
Wood=yes
CellSpread=0.0
PercentAtMax=1
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does
Also, I tried another Airburst weapon which is the IFV normal hover missiles and it worked. I do not know why it does not work well with new defined weapons QUICK_EDIT
are the second stage weapons set on a weedguy dummy unit (or IIRC Ares added for that a [Weapons] section)?
Try raising Arm on the second stage cluster projectile to something like 10000 which forces the projectile to move and not insta-jump-down-hit.
I would also suggest a better ID naming. Special chars like - are pretty risky on this old engine which might even truncate every name longer than 8 chars to something like xxxxxx~1 (in your case that would result in all of your IDs to be truncated into the same name). _________________ SHP Artist of Twisted Insurrection: Nod buildings
I would also suggest a better ID naming. Special chars like - are pretty risky on this old engine which might even truncate every name longer than 8 chars to something like xxxxxx~1 (in your case that would result in all of your IDs to be truncated into the same name).
In YR maximum name length is 24 iirc, longer names get truncated. You can use this property to trick someone who tries to read your rules so that he never finds the right sections _________________
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