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 Forum index » Featured Projects » Dawn of the Tiberium Age
Random ballistic of tanks
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moppel
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PostPosted: Sun Dec 23, 2018 12:15 am    Post subject:  Random ballistic of tanks Reply with quote

Just played through every mission of the original C&C 1 and see now the difference, that the ballistic of tank shots is no more stochastic.
I think they introduced this in RA. Actually I do not like it, that it is not stochastic. Are you aware of it?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 23, 2018 12:20 am    Post subject: Reply with quote

inaccurate cannon shots against infantry and clear ground (accurate against all other targets) are a special engine feature of C&C 1 which no other engine after that supported anymore.
Thus it's not possible to get this done in DTA using the TS engine.
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Dec 23, 2018 7:45 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:
inaccurate cannon shots against infantry and clear ground (accurate against all other targets) are a special engine feature of C&C 1 which no other engine after that supported anymore.
Thus it's not possible to get this done in DTA using the TS engine.


Wasn't there a Inaccurate=yes for projectiles?
"This means a weapon without Spread or CellSpread might not damage the target." - ModEnc

Seems like exactly what you would need.

Of course, the downside is that to emulate TD 100% you'd need two different weapons, one that is accurate against everything but not allowed to fire on select Types, while is the other is allowed to fire on those and nothing else, but inaccurate.

So unless all the tanks in DTA already have a secondary, your argument is invalid #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 23, 2018 8:19 am    Post subject: Reply with quote

Inaccurate doesn't work well enough, because
a) several tanks have already 2 weapons
b) DTA uses ROT=1 projectiles to make them fly parallel to the ground. Thus such homing projectiles can't use Inaccurate. Arcing projectiles look too bad in DTA to switch to them for Inaccurate.

c) Inaccurate wouldn't simulate well enough the TD overshooting or undershooting the target. In TD the cannon projectile was inaccurate only along it's direct line to the target. Inaccurate=yes would make cannon shots go left and right from the target, which looks like the gunner is drunk.
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moppel
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PostPosted: Sun Dec 23, 2018 9:05 pm    Post subject: Reply with quote

Okay, you were aware of it - so never mind Wink
Thanks for the great work!

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Dec 23, 2018 9:49 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
Inaccurate wouldn't simulate well enough the TD overshooting or undershooting the target. In TD the cannon projectile was inaccurate only along it's direct line to the target. Inaccurate=yes would make cannon shots go left and right from the target, which looks like the gunner is drunk.

So it's the targeting, not the projectile that is innaccurate...

OK, your arguments are valid Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 23, 2018 10:22 pm    Post subject: Reply with quote

@moppel:
thanks.
yeah, pretty unfortunate that it can't be done. Would have like such more realistic projectile behaviour as well.
TAK02 wrote:
So it's the targeting, not the projectile that is innaccurate...

That's a good way to describe it, yes.
The TD engine was also the only one which allowed inaccurate homing missiles, which was pretty cool.

No clue why WW removed such a nice logic.
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