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Missile Projectiles and Cliffs.
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Oct 28, 2018 12:35 pm    Post subject:  Missile Projectiles and Cliffs. Reply with quote  Mark this post and the followings unread



I'm not sure if there's a tag for it but how can I make their missile projectiles won't hit cliffs? This is more problematic on missile launcher infantry in bunkers/buildings on top side of the cliff and firing targets below.

Here's my Projectile code.

Code:
[GGIProjectile]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=GENROCKET1
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Acceleration=40


If possible, I won't be using Invisible and even if it's unrealistic, I'm fine with missile projectiles can go through cliffs.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Oct 28, 2018 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

CourseLockDuration= long enough to clear the cliff, maybe 8 judging by the Acceleration, the only problem is then you have Aegis-like missiles.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Oct 28, 2018 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
CourseLockDuration= long enough to clear the cliff, maybe 8 judging by the Acceleration, the only problem is then you have Aegis-like missiles.


Still the same. Or rather, this time it looks like they're attacking where they're standing as if the projectile has Vertical=yes tag.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Oct 28, 2018 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

from my experience missiles will first go high and then go down so is able to cross cliff unless the target is too close

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Oct 28, 2018 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought the vertical problem only affected vehicles; Try:
Code:
CourseLockDuration=5
;Acceleration=40



If the vertical problem still is happening, well we had a topic to try and fix that before, but I don't think anyone came to a conclusion that could fix it.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Oct 28, 2018 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Be wary that whether or not the projectile image is a voxel or SHP affects its initial trajectory. In particular, voxel ones will initially point downwards whereas SHP to my knowledge point forwards.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Oct 28, 2018 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread



Thanks, it worked on infantry. However, it seems unsolvable on garrisoned missile launcher...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Oct 28, 2018 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea homing missiles will fly up to a certain level before they start cruising directly towards the target. There's the default height, there's High=yes, and VeryHigh=yes that moves the point upwards even more.

FireAngle and a low ROT can make this into more of a loopy curvature path, but then you increase the chances of missing.

You have to decide on the character of the missile...



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