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Straight fire rockets (possiable or not?.)
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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Oct 06, 2007 2:23 pm    Post subject:  Straight fire rockets (possiable or not?.)
Subject description: No arching just forward fight
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Can it work like a straight fire cannon?

i need this projectile code for my small vehicles/infantry with short ranges form range=1 - 9 cells. I saw code like this in Act of war and i was wondering if it can work for RA2 as well ?.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Oct 06, 2007 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think there is a tag that is like "straightshoot=yes". I know the titan had something similair, maybe someone who mods TS will know. (I stick to YR)

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Oct 06, 2007 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use a homing proj with terrible ROT, CourseLockDuration and Ranged . There's a tutorial on making a straight-fire cannon in the Tutorial Vault.

(No, Titan used a simple invisible proj thus it hit all the time. There's no straight-shooting involved here, since invisibles always hit.)

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat Oct 06, 2007 9:07 pm    Post subject: Re: Straight fire rockets (possiable or not?.) Reply with quote  Mark this post and the followings unread

Dubzac wrote:
Can it work like a straight fire cannon?

i need this projectile code for my small vehicles/infantry with short ranges form range=1 - 9 cells. I saw code like this in Act of war and i was wondering if it can work for RA2 as well ?.


DCoder did most of the work pointing you on your way however there are about 3 ways you can "simulate" a level flight rocket.

1 is the ROT=1 scheme of which ModEnc and the Tut Vault have copies in various applications.

2 is merely use a short enough (or well drawn enough projectile) range under an Arcing=true like retail RA2 tanks use. Arcing=true under most circumstances on flat or depressed terrain is hard to notice the arc at high speeds and to the untrained eye.

3rd is the crazy option, merely turn off the Gravity. Setting Gravity=0 makes Arcing=false, ROT=0 projectiles behave ALMOST EXACTLY like they did in RA1/TD. However this is why its called the crazy option. Without Gravity the game has a number of engine mechanics thrown to hell. First off you cannot use conventional Arcing=true weapons without Gravity as the arcing attribute denotes the projectile will fly BACKWARDS away from its target. Additionally, "straight-fire" projectiles (seen earlier) will NOT follow elevation. Meaning you can shoot up of sorts and if on slope you can shoot down. Herein lies the big problem. If on a cliff the projectile will fly straight disregarding elevation essentially forever. (or until the auto-destructors are called after the projectile hits the map bounds) Same thing will happen on elevation. When shooting up if it does not contact any in-game object, it will fly forever.

The choice really depends on 3 things:

1) Your mod design.

2) Your preferences

3) Your knowledge/skills

WARNINGS:

The following are the consequences of using such courses of action.

1) ROT=1 systems are highly prone to terrain issues. Some forms of elevation will never allow a "clear shot" and if 2 units with weapons built like this are firing on differing elevations, its possible they will continue to fire without interruption for as long as the game runs.

2) Arcing=true to simulate certain missiles also has issues on some terrain. Mainly a very high arc can become noticeable on tilted units firing to higher elevation. Also, Arcing=true weapon designs CANNOT fire upon aircraft reliably. (They fly up about 330 leptons then come crashing down to auto-explode)

3) The crazy option may in fact break several mechanics of your mod if your design does neither accomodate nor prevent the use of Arcing projectiles or poorly built terrain. Additionally, your mod may look "silly" if you have missed projectiles flying forever.

Happy modding!

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Oct 07, 2007 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

very good I'm a very pleased member.

(Note: I already have great knowledge (roughly 6 years) in TS modding but sadly not in RA2/YR when it comes to missiles noticeably thanks to the tutorials. The transition to RA2/YR was a painless one :p )

I guess my question where answered and it was a very nice yes Smile . Thanks people you may close this topic. I have no more use for it Very Happy

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