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Editing Projectile Locomotors
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ColdSorrow
Vehicle Drone


Joined: 29 Jan 2007

PostPosted: Sat Feb 17, 2007 5:32 am    Post subject:  Editing Projectile Locomotors
Subject description: Regarding how projectiles move and react
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Is it possible to change how a projectile moves? Example: Edit a missle such that it doesnt immediatly fly upward then downward towards its target or make it such that a plasma ball delibratly flys adjcent to its target and detonate while its near it. I know you can edit turn rates which makes slight differences but thats not what im looking to do.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sat Feb 17, 2007 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

As I've discovered while coding, there can be only 6 modes of projectile transit in TS:

1.) High ROT homing: this is the "arcs then homes" mode, brought about by a fire angle which launches the projectile into an offset direction. a few moments later, the ARM tag activates and the projectile starts to seek its target.

2.) Accelerating homing: the projectile starts with a low speed and is launced horizontally. momentarily, the ARM tag kicks in and the the Acceleration tag adds speed to the projectile making it seem to be moving faster and faster.

:EDIT: and you have to add ROT=1 and a turret + barrel for vehicles Smile

3.) Arcing: by Simply adding an arcing tag, the projectile is launched with a fixed firing angle and a fixed traverse velocity.

4.) Instant: by making the projectile: Invisible, the projectile hits its target instantly

5.) High Angle: code like the 155mm of the artillery

6.) Dropping: code like the orca bombs.


I have achieved a flying plasma effect wherein the plasma is launced with no Z (vertical) component whatsoever. The plasma projectiles start slowly and accelerates with tremendous speed. is that what you wanted to do>? if it is, I have to warn you beforehand that you will encounter a serious combat impediment with it.... something I posted before and no one was able to provide a good solution to it.



plasma demo.PNG
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plasma demo.PNG



Last edited by IVI on Sun Feb 18, 2007 1:53 am; edited 2 times in total

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Feb 17, 2007 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

A very good description IVI that will help me too.

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Feb 17, 2007 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

you forgot ROT=1 #Tongue

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

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ColdSorrow
Vehicle Drone


Joined: 29 Jan 2007

PostPosted: Sat Feb 17, 2007 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know about those properties aleady but I was wondering because I edited a projectile one time known as "75MM". And it did this wierd thing where the missile would fly in a semi circle around the tank before going to its target.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sun Feb 18, 2007 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Judeau wrote:
you forgot ROT=1 #Tongue


ooops! Judeau pwned me there Laughing .

he's right, you have to add ROT=1 to the accelerating projectile Smile

And I eliminated that 'arcing-before-flying' problem by adding a barrel and turret to the voxel. I gave the unit a fireangle=0 so that it would launch its weapon into a straight line.

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