Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Wed Apr 24, 2024 10:10 pm
All times are UTC + 0
Weapon Projectiles
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [38 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 20, 2006 2:58 am    Post subject:  Weapon Projectiles Reply with quote  Mark this post and the followings unread

Is there any way to lessen the arcing capability of Cannon projectiles?

This is for a mod Im making which has significantly increased weapon ranges and the Cannon projectile is at extraordinarily high heights at further ranges.

I would disable Arcing=true but the projectile just starts falling immediately after its fired and never hits the target even on level ground beyond 60% of its defined range.

So is there a way to make the cannon projectile have the appearance of a virtually straightfire weapon?

Back to top
View user's profile Send private message
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Oct 20, 2006 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

forgot how to. i got it once though. i'll check it for ya.

EDIT: arcing=no should work...
perhaps it doesnt work because you said false. (that would be strange though, as default is no)

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Oct 20, 2006 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe the Arcing= tag has 3 options.

true - Projectile will arc in order to reach the target. (Affected by gravity.)
false - Projectile will not arc. (Still affected by gravity.)
no - Straight fire zero gravity weapon.

or, maybe just removing the tag completely will make it straight fire. This tag needs proper testing, and should have it's entry on modenc updated.

_________________

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 20, 2006 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Icy - Arcing is a Boolean flag it only has True or False (or the other form of yes or no)

I tried removing it outright and it still fell like a rock once leaving the vehicle.

Back to top
View user's profile Send private message
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Oct 20, 2006 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you guys just look at the Cyborg Commando's Proton weapon from TS? It flys perfectly straight.

SomeGuy[YR:SF] wrote:
Icy - Arcing is a Boolean flag it only has True or False (or the other form of yes or no)

ModEnc and the comments both state that the default for Arcing is 'no'. Yet they use 'true' whenever they want an arcing shot. Go figure. Rolling Eyes

_________________

Last edited by IcySon55 on Fri Oct 20, 2006 3:59 pm; edited 1 time in total

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Oct 20, 2006 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't remember tank shells going in ridiculous arcs in TS- but then again, I have not played TS in a long while.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 20, 2006 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Arty shells did in TS.

Tank shells unless you increased the range significantly dont show all that much.

Also in Boolean logic (at least in C++) normally Yes/No is parsed in much the same response as True/False as they are both represented in binary as 1 or 0.

Back to top
View user's profile Send private message
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Oct 20, 2006 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

tick tanks wep arches.

and this isnt about TS but RA2.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Oct 20, 2006 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS Arty had Lobber=yes.

And I am sure the arches in TS are not quite as pronounced as in RA2. However, in both games, watching solid-shot cannonballs shooting thru the air in straight trajectories would look weird.

Lowering the gravity constant, in [AudioVisual] would fix shell falling too soon, but it would also cause most of the game, especially debris, the already corny "fall into water and explode when bridge is destroyed" effect, the speed at which planes crash, and so on, to be look very weird.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 20, 2006 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Funny thing about that gravity setting.

Ya see Ive been trying it around and it doesnt seem to affect falling stuff like Debris or falling guys from a bridge thats now not there BUT it does affect the speed of Ballistic shots like Cannon and Ballistic.

At 1 the projectile moves relatively slowly since it appears to be a speed bias and at Gravity=20 cannon shells fly really fast but no real notice in arc.

Either setting causes Cannon to be exactly as was before with Arcing=False.

Also Ive tried the "what about CyCommando" by Icy and while at ROT=1 like ProtonBlast, it does fly straighter it has a main issue.

Mainly that of if the target evades the shell.
In many instances it behaves mostly as intended BUT if it is going laterally from the shots it might miss and the shell will fly off far away and try to double-back on it causing a nasty Missle curve even with Ranged=yes.

I dont have any ideas where to proceed from now.

Back to top
View user's profile Send private message
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Oct 21, 2006 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Usualy, if the CyCommando misses, the proton ball hits the ground. Did you make the projectile "Proximity=yes"? If not, then the ground might not destroy the projectile causing wierd problems.

Try using everything from the ProtonBlast code.
Code:
[ProtonBlast]
High=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=TORPEDO
ROT=1
IgnoresFirestorm=yes

_________________

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Oct 21, 2006 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes in that attempt Proximity=yes.

Still veered like a missle if it missed in that nature.

Back to top
View user's profile Send private message
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Oct 21, 2006 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

From the Rulesmd.ini file:
Code:
ROT = Rate Of Turn [non zero implies homing] (def=0)
SubjectToCliffs = Can this bullet be stopped by upward cliffs?  No effect on homing projectiles. (def=no)
SubjectToElevation = Can this bullet get a range bonus from height?  No effect on homing projectiles.  (def=no)
SubjectToWalls = Can this bullet be stopped by walls?  (def=no)

Try adding SubjectToCliffs=yes, see if there is any difference. The reason for ROT=1 is so that the weapon becomes a homing weapon (stopping it from falling). You might want to make the weapon slow aswell. The CyCanon is Speed=70

_________________

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Oct 21, 2006 3:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Well this is what I used thus far (commentary included on stuff I tried earlier)

Code:
; straight high-speed ballistic shot
[Cannon]
Image=120MM
;Arcing=true ;side effect of turning his off is cannon weapon also "cant hit shit Cap'n!"
ROT=1 ;signed integer value!
Acceleration=3 ;ROFLMAO! At ZERO the shot STOPS and hangs there.
Proximity=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
;Inaccurate=yes ;dont work. Inaccurate causes the "cant hit shit Cap'n!" syndrome.


Will this help?

Last edited by Team SomeGuy on Sat Oct 21, 2006 3:30 pm; edited 2 times in total

Back to top
View user's profile Send private message
IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sat Oct 21, 2006 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

A direct copy of the CyCanon (and it's projectile & warhead) should work exactly the same in RA2 as it does in TS. Just try copying all three parts.

_________________

Back to top
View user's profile Send private message Send e-mail Visit poster's website Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Oct 21, 2006 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works exactly as I said.

even with a Copied verbatim (looks wierd with a BLACK orb shooting) it still doubles back (or attempts to) when it misses sometimes on lateral shots.

Back to top
View user's profile Send private message
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Oct 21, 2006 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

BIG UPDATE:

I got it! I got it to make the veering effect of lateral misses to essentially disappear.

Code:

; straight high-speed ballistic shot
[Cannon]
Image=120MM
;Arcing=true
ROT=1 ;signed integer value!
Acceleration=50
Proximity=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


Ya see the acceleration tag is where the problem is.

The lower it is the more chance the projectile has of trying to veer back when it misses via lateral evasion however at 10 or higher the effect diminishes and at 50 is almost not possible despite no apparent increase in speed.

Now the Cannon projectile behaves 99% as intended. (straight-fire, inaccurate vs moving targets, no missle veering)

However if my theory is correct then the possibility of it behaving with the veer is still there albeit incredibly reduced.

BTW this forum really needs a Strikethrough code

Back to top
View user's profile Send private message
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sat Oct 21, 2006 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

gratz on solving.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Oct 22, 2006 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Now theres one more bit of info to add to the modding "brain"

Simply titled: "How to make a straight-shot cannon"

Back to top
View user's profile Send private message
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Oct 22, 2006 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

So go to ModEnc and write a tutorial about it...

Btw, for everyone's reference, "yes/no" and "true/false" are absolutely the same as far as the game is concerned.

Back to top
View user's profile Send private message Visit poster's website Skype Account
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Oct 22, 2006 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

good, thats one less thing to worry about.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Oct 22, 2006 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
So go to ModEnc and write a tutorial about it...



Once I prepare a hard form that has presentable capabilities I will.

I dont trust online Text stuff on my wireless network. Too many losses of good ideas due to thunderstorms or the netcard switching off and stuff like that.

Dont worry Ill share it before the next 3 days is up.

Perhaps I should make a tut out of this thread and post it in the Tut Folder as well?

*ponders*

Back to top
View user's profile Send private message
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Oct 22, 2006 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think you should.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 22, 2006 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it just me, or does this not work when dealing with elevation?

I order a M48 Patton with the projectile, except modified to my liking:
; straight high-speed ballistic shot
[Cannon]
Image=GUNSHELL
ROT=1 ;signed integer value!
Acceleration=50
Proximity=yes
Ranged=yes
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Degenerates=yes
Shadow=no

It cannot be shot down elevated terrain, and stops at the edge of elevated terrain when fired. BTW: Degenerates=yes is and Shadow are not the causes-

Degenerates simply makes the damage get lower the longer the firing range.

However, I am very impressed with the effect itself. When a tanks turret swings toward a target, it sometimes fires too early, and has a complete miss, which is a great effect.



ShermanNewProjle.PNG
 Description:
This Sherman is being ordered to fire at a target at a higher elevation. The shell stops at the end of the last terrace.
 Filesize:  108.21 KB
 Viewed:  9069 Time(s)

ShermanNewProjle.PNG



Patton2NewProjle.PNG
 Description:
This unit is being order to fire at the target indicated by the cursor, however it fired too early, and missed
 Filesize:  43.15 KB
 Viewed:  9069 Time(s)

Patton2NewProjle.PNG



PattonNewProjle.PNG
 Description:
This unit is being ordered to fire at a target on a different elevation
 Filesize:  50.23 KB
 Viewed:  9069 Time(s)

PattonNewProjle.PNG



_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Oct 22, 2006 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 things:

Degenerates has a nasty habit of fucking with Projectiles.

Secondly thats how a straight shot is supposed to be. Blocked by certain obstacles like steep inclines.

Straight-shot weapons would be most effective only vs flat ground targets.


also the projectile in this manner cannot shoot up cliffs. Thats not that big of a problem



Straightshot3.JPG
 Description:
Straight shot working FROM an elevated position. Target was not intended to be hit.
 Filesize:  117.57 KB
 Viewed:  9062 Time(s)

Straightshot3.JPG



Straightshot2.JPG
 Description:
Straight Shot working on elevated areas. The target was hit.
 Filesize:  118.93 KB
 Viewed:  9062 Time(s)

Straightshot2.JPG



Straightshot1.JPG
 Description:
Straight shot working as intended on flat ground
 Filesize:  94.58 KB
 Viewed:  9062 Time(s)

Straightshot1.JPG



Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 22, 2006 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Degenerates has a nasty habit of ztyping with Projectiles.

Secondly thats how a straight shot is supposed to be. Blocked by certain obstacles like steep inclines.

Straight-shot weapons would be most effective only vs flat ground targets.


Degenerates has done nothing to my tank shells, except make range a slight factor into how much damage it does on a target.

Yes, but you are not taking into consideration the effect this has on gameplay. Tanks mindlessly shoot at targets they cannot hit, with the shell exploding right in front of them, doing splash damage to nearby tanks.

Also, StraightShot2.jpg shows a misleading example. Put a tank 1 cell further away from the edge of the elevation you use, and order another tank to fire at it.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sun Oct 22, 2006 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats as intended then.

If it slams into the dirt at that angle or hits it is working as intended.

CyCannon does the same thing in TS.

However, I had noticed a number of tags caused it to blow up right out of the barrel.

Including Degenerates=yes

If ya want to put Degenerates you may have to put it into an Arcing=true pattern rather than straight-fire shells.

To do both fire straight-shots AND degenerate I can try and work on that.

Cannot guarantee anything.

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Oct 22, 2006 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Degenerates=yes does not have that effect, it is the elevation- I am 100% sure of that.

The round explodes too early when ordered to fire at a target past 1 cell into a new elevation(going up)

The round explodes on the firer when ordered to fire at something lower- a hassle for splash damage weapons and their users- it also causes the AI to act very dumb. This nullifies the high-ground tactical bonus.

EDIT- Even worse, if a round misses(due to the swivel effect(see my post with images), and it does not hit the ground, it will fly off the map, and go in weird loops.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon Oct 23, 2006 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Degenerates IS the problem there.

Also the Elevation model is working as intended.

It slams into the dirt farther than 1 cell from the edge. Also slams into the terrain when it is "behind" something if you will like on the slope of a hill.

Also "negating the high ground bonus", have you heard of angle of elevation? Its where on a cannon system the barrel cannot aim in certain directions because the target is too far above (cant shoot up cliffs), too far below (slamming into cliff/hill when shooting in short directions), using direct fire rather than artillery-style (arcings ability to shoot up cliffs, while this cannot).

Thats actually believe it or not more accurate of real combat than all get out for tank weapons.

Seeing as how the world got rid of the "tank as mobile arty" concept REALLY early in World War 2.

Therefore the original concept is working as intended.

UPDATE NOTE: Degenerates=yes happens to not really do anything to it. Behaves the same way on either model. If your wanting the weapon to primarily deal the splash damage (is that your idea of stealing this from me for?) then merely add Inaccurate=yes and change the stray value to something really small.


However for functionality purposes this is what it looks like on FLAT terrain with Degenerates=no on the projectile.



StraightShotNoDegenerate.JPG
 Description:
Straight shot firing without degenerating, acts as before.
 Filesize:  107.46 KB
 Viewed:  9029 Time(s)

StraightShotNoDegenerate.JPG



Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 23, 2006 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

"UPDATE NOTE: Degenerates=yes happens to not really do anything to it. Behaves the same way on either model. If your wanting the weapon to primarily deal the splash damage (is that your idea of stealing this from me for?) then merely add Inaccurate=yes and change the stray value to something really small. "
Yes, sure, I would love to steal your idea Rolling Eyes
Splash Damage is controlled by warheads, and FlakScatter is the best way to emulate inaccuracy.

BTW- Tanks cannot shoot up cliffs in RA2

You are completely ignoring my point, and the issue I brought up- this-


There is a line between gameplay and realism. You ignore my points, and you post my pictures of tanks shooting at a flat terrain target. Whoopdee do. The concern is sloped terrain, and the impact this has on AI and units that have splash damage and work in groups.

I will specifically test for the shell leaving the map, following your projectile exactly.

EDIT- The problem may of been Shadow=no

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon Oct 23, 2006 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then what are you getting at? I really am getting lost in where you're headed.

Are you cheesed off that it slams into certain elevated areas (or lower if that may be) or unable to directly shoot UP cliffs yet can somewhat shoot DOWN them?

Seriously you're losing me here on that.

So Ill reiterate. What are you getting at?

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 23, 2006 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am getting at the fact that units will attack targets that they cannot hurt- and units with missiles and bullet weapons get a huge advantage from this.
An AI tank will try to attack a target on higher ground(or lower ground), the tank will not hit its target. It will sit there, shooting, not readjusting, waiting for a unit with a missile or machine gun to slaughter it.

I am not angry at the fact it cannot shoot up cliffs, FFS. I already stated that tanks NEVER could shoot up cliffs, only at the very edge.

When I said Shadow=no, I was talking about the two additional flags I appended to your projectile code

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon Oct 23, 2006 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought Shadow= was just a draw flag like IsLaser=.

Well that problem with the AI is partially WWs fault for not considering (even EA forgot in Generals) making a firing capability that AI would recalculate their attack if it was not registering hits after x time and then all it would have to do is move and try a different angle.

In this regard thats just the games AI having issues with using something that isnt insta-hit, tracking, or never miss.

But also what if the flipside happened and the projectile capabilities (or at least SOME of them) were applied as well like turning InvisibleLow (most bullet weapons) into an actual bullet effect that must hit rather than wait x msecs (milliseconds) for the PIFFPIFF effect to take hold.

Or the alternative is to take off some of the restrictions on it like SubjectToCliffs=yes

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Oct 23, 2006 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I tried something with non-straight fire cannon shots, to fix the inherent problems with it by default

Adding Proximity=yes and Ranged=yes had some interesting effects on the arced ballistic shot, including the tendency to miss rapidly moving targets.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Oct 24, 2006 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

But it doesnt fix the original issue of arcing shots looking terrible at longer ranges.

The fix here does but has problems in only regards to cliffs.

Back to top
View user's profile Send private message
Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Wed Nov 15, 2006 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

you people reallly like to hear your own voice don't you ?

this so-called "discovery" has been documented a long time ago

the method has several rather nasty side-effects

hover units don't like it, at all

the ai fails it

units firing from higher elevations tend to get a skewed path, often the projectiles slams into the ground while it shouldn't have

8-facings units(without turrets) absolutely cannot use such weapons.

and for you brilliant minds out there : http://www.ppmsite.com/forum/viewtopic.php?t=3696

see, tutorial existed already

_________________
Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

Back to top
View user's profile Send private message Send e-mail Skype Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Nov 15, 2006 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bullet effect != Straight-fire cannon.

Back to top
View user's profile Send private message
Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Wed Nov 15, 2006 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

SomeGuy[YR:SF] wrote:
Bullet effect != Straight-fire cannon.


look at it, exactly the same

ROT=1
high acceleration

that's all that there's to it, you re-invented the wheel, because you didn't bother to look through the tutorials

_________________
Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

Back to top
View user's profile Send private message Send e-mail Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [38 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2533s ][ Queries: 20 (0.0172s) ][ Debug on ]