Posted: Tue Jul 08, 2008 7:15 am Post subject:
Deploying Howitzer
Subject description: A general issue with the game engine
Alright, so I decided to add a deployable howitzer to RA2: YR, namely because I thought it would be really cool but I ran into a big issue. Basically, I wanted to do this without making the howitzer a structure, like the deployed siege chopper, but I came across an oddity...
Essentially, what happens is that under [HOWI] I have the DeployToFire=yes tag, while on the [HOWIDEP], I do not* but when I tell the [HOWI] to shoot at something, it can't decide wether or not to deploy or undeploy so the result is a disaster with the vehicle unable to fire and it's going back and forth between deploy and undeploy as fast as it can. Any suggestions/fixes or should I just make the damn thing a structure?
* This really doesn't matter, I've tried [HOWIDEP] with and without DeployToFire=yes. _________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
I don't understand much in RA2 modding, but the deployed howitzer has no primary weapon. Maybe that's the cause. And i guess there is no need to set the speed to 3 for a building. QUICK_EDIT
it works with ground vehicle and it is really that hard to copy and paste code?
But yes the lack of deployed weapon is a issue.
Even on the Seige Chopper.. Take a look here:
Code:
[SCHD]
UIName=Name:SiegeChopper
Name=ZZZ Deployed Soviet Siege Chopper
Prerequisite=NAWEAP
Primary=BlackHawkCannon
Strength=200
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=-1
Sight=7
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Points=15
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackLand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
UnloadingClass=SCHP
Turret=yes
DeployFire=yes
DeployToLand=yes
The SCHD doesn't have the 160mm weapon as it's secondary like the SCHP does meaning: it doesn't need a weapon.
P.S. I've tried the HOWIDEP with a weapon. Not only that but I've also tried it with a dummy weapon for the primary. _________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
Argh, The SC uses the "Deployfire" logic, it converts it into an immobile unit with the art specified under
UnloadingClass=
It uses it's secondary on deploy IIRC because of the
DeployFire=yes
tag
what you need is a dummy placeholder unit for the deployed art (a voxel, duh), it will use it's secondary weapon when deployed and WON't be a building.
You need:
Secondary=(Artillery goes here)
IsSimpleDeployer=yes
UnloadingClass=(insert dummy unit w/ art here)
Turret=yes
DeployFire=yes _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Ah, ok, I didn't know that. I thought this would be like the TS Stuff.
Ehm...talking about siege choppers and TS...i need to try something...
1st bit: RA2 YR has far more logic than TS, but some of TS' logic is missing, EG some of the EMP and tiberium.
2nd bit:No, it doesn't work, many people have tried and failed. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Argh, The SC uses the "Deployfire" logic, it converts it into an immobile unit with the art specified under
UnloadingClass=
It uses it's secondary on deploy IIRC because of the
DeployFire=yes
tag
what you need is a dummy placeholder unit for the deployed art (a voxel, duh), it will use it's secondary weapon when deployed and WON't be a building.
You need:
Secondary=(Artillery goes here)
IsSimpleDeployer=yes
UnloadingClass=(insert dummy unit w/ art here)
Turret=yes
DeployFire=yes
But I thought the DeployFireWeapon=0 made it so that the primary could be fired when the thing deploys..
And I've also already constructed the voxel for the deployed howitzer with a turret and everything. However, again, I've tried to fire it as a secondary weapon but still get the same issues. There's nothing wrong with the art place holder, that works fine.
SomeGuy[YR:SF] wrote:
Is this sorta wanting to replicate the Nod Artillery from TS?
Yes.
P.S. There is another error: the howitzer won't rotate to the standard direction when I deploy it as a SimpleDeployer. And I've attatched the deployed howitzer...
howidep_000.gif
Description:
The deployed Howitzer art place holder
Filesize:
870.55 KB
Viewed:
3378 Time(s)
_________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
not so sure but i think is the logic the SiegeChopper it does not rotate, THE TURRET rotates, i think try to make a turret for the howidep
I did, but that shouldn't matter, really. It'd just look weird having a tank firing out of it's side. _________________ The best part about procrastination is that you are never bored, because you have all kinds of things that you should be doing. QUICK_EDIT
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