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Deploying Howitzer
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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Jul 08, 2008 7:15 am    Post subject:  Deploying Howitzer
Subject description: A general issue with the game engine
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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...

Code:
[HOWI]
UIName=Name:HOWI
Prerequisite=GAWEAP
RequiresStolenAlliedTech=yes
Strength=500
Primary=HowiBigGun
Category=AFV
Armor=heavy
TechLevel=10
Sight=8
Speed=6
Size=3
Owner=British,French,Germans,Americans,Alliance
;AllowedToStartInMultiplayer=no
Cost=1500
Soylent=1500
Points=20
ROT=5
Crewed=no
Crusher=yes
Turret=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=TankDestroyerMoveStart
MaxDebris=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=10
UnloadingClass=HOWIDEP
Deployer=yes
DeployFire=yes
IsSimpleDeployer=yes
DeployFireWeapon=0
DeployToFire=yes
DeployingAnim=
DeploySound=SlaveMinerDeploy
UndeploySound=SlaveMinerDeploy
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
Trainable=yes
Bunkerable=no
ElitePrimary=HowiBigGunE

[HOWIDEP]
UIName=Name:HOWI
Prerequisite=GAWEAP
RequiresStolenAlliedTech=yes
Strength=500
Category=AFV
Armor=heavy
TechLevel=-1
Sight=8
Speed=5
Size=3
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=1500
ROT=5
Points=20
Crewed=no
Turret=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=
MaxDebris=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=10
UnloadingClass=HOWI
Deployer=yes
DeployFire=yes
DeploySound=SlaveMinerDeploy
UndeploySound=SlaveMinerDeploy
IsSimpleDeployer=yes
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Trainable=yes
Bunkerable=no


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.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jul 08, 2008 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

It may only work for flying vehicles, like Siege Choppers...

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Jul 08, 2008 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jul 08, 2008 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Jul 08, 2008 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
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.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Jul 08, 2008 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this sorta wanting to replicate the Nod Artillery from TS?

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Jul 08, 2008 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

the1corrupted wrote:

The SCHD doesn't have the 160mm weapon as it's secondary like the SCHP does meaning: it doesn't need a weapon.


Of course it does. But that can also be another weapon. Deployed and undeployed states of a vehicle don't have to use the same weapon.

And I do not know what happens when you only attach a secondary weapon to a vehicle/building with no primary.

the1corrupted wrote:
Not only that but I've also tried it with a dummy weapon for the primary.


Then try using a real weapon for the primary slot and not just a dummy.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jul 08, 2008 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Alurcas
Soldier


Joined: 29 Jun 2008
Location: Germany

PostPosted: Tue Jul 08, 2008 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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... Very Happy

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jul 08, 2008 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

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.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Jul 08, 2008 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt A1br3cht wrote:
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:  2823 Time(s)

howidep_000.gif



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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Tue Jul 08, 2008 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

not so sure but i think is the logic the SiegeChopper it does not rotate, THE TURRET rotates, i think Very Happy try to make a turret for the howidep

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Jul 08, 2008 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dny wrote:
not so sure but i think is the logic the SiegeChopper it does not rotate, THE TURRET rotates, i think Very Happy 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.

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