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How do i make the chopper shoot in all directions with missL
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Jun 02, 2009 8:16 pm    Post subject:  How do i make the chopper shoot in all directions with missL Reply with quote  Mark this post and the followings unread

i made a chooper that shoots missiles. it wont look great but... its been needed for awhile (and Ares might fix it eventually anyways). The chopper shoots great but only whats infront of it... is there a way to make the missile shoot all around? i did it before but.... I do not remember how ;_;

[DRAGON2]
Image=DRAGON
Trailer=V3TRAIL
UseLineTrail=yes
LineTrailColor=216,216,255
LineTrailColorDecrement=16
Rotates=yes

[mlrspro2]; projectile
Image=DRAGON2
AA=no
AG=yes
AirBurst=yes
Cluster=4
Inaccurate=yes
High=yes

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Jun 02, 2009 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmniFire=yes on the weapon

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crevio
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Joined: 19 Apr 2009

PostPosted: Tue Jun 02, 2009 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would also add OpportunityFire=yes too along with what Apex said.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Jun 03, 2009 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

okie dokie. new question/problem:

when the helicopter shoots... if the building is high, it shoots passed behind it :/ how would i fix that?


[CHOPPERMISSILE]
Damage=20
ROF=60
Burst=4
Range=6
Speed=50
Projectile=mlrspro2
Warhead=HMlrsWH2
Report=BoomerAttack1
Lobber=yes
Bright=yes
FireWhileMoving=no
OmniFire=yes

[CHOPPERMISSILE2E]
Damage=10
ROF=50
Burst=8
Range=6
Speed=50
Projectile=mlrspro2
Warhead=HMlrsWHE2
Report=BoomerAttack1
Lobber=yes
Bright=yes
FireWhileMoving=no
OmniFire=yes

[mlrspro2]
Image=DRAGON2
AA=no
AG=yes
AirBurst=yes
Cluster=4
Inaccurate=yes
High=yes

[HMlrsWH2]
CellSpread=2
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=95%,95%,90%,120%,115%,80%,18%,12%,12%,60%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=25%

[HMlrsWHE2]
CellSpread=2.5
PercentAtMax=.23
Wall=yes
Wood=yes
Verses=85%,75%,70%,68%,66%,80%,20%,20%,20%,70%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=35%

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crevio
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Joined: 19 Apr 2009

PostPosted: Wed Jun 03, 2009 10:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

not to sure but i would have to say that the inacurate=yes tag may be your problem. Also try adding VeryHigh=yes. And correct me if im wrong but if you make it Airburst=yes dont you have to have an AirburstWeapon= weapon?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Jun 03, 2009 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope. still loops over it. is there a way that i make it not loop and shoots streight? it just does this arch over it behind the building unless its really close. i used inaccurate at both yes and no and very high on yes and no... doesnt matter. Any other ideas? :/

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Jun 03, 2009 11:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try removing the Airburst, which you mistyped anyway...

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Jun 03, 2009 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh. interesting. also if the tag is not real... the game simply wont read it... so removing it wont make a differnet :/ Though i will go ahead and make it to Airburst= and see if it at all is interesting n-n

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crevio
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Joined: 19 Apr 2009

PostPosted: Thu Jun 04, 2009 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

the only other option I can think of is add ROT=1, you may need to fiddle around with the ROT #

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Jun 04, 2009 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

ROT should be the other way around. Lower numbers mean slower turning...

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Jun 04, 2009 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

yea the ROT=1 was just an example, thats why i said he may need to fiddle around with the ROT #, I'm kinda surprised he even got it to fire without a ROT at all.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Jun 04, 2009 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

crevio wrote:
the only other option I can think of is add ROT=1, you may need to fiddle around with the ROT #


ROT=1 has a few......interesting properties however.

For one, it does not how shall we say "obey" the OmniFire= tag. At least not how you think it should.

On JumpJet=yes (JumpJet loco too) air units the ROT=1 weapon fires due in front of it even if OmniFire=yes. This creates the amusing effect of missiles circling back around a humongous distance trying to home in on a target.

NOTE: this amusing effect only presents itself when the Jumpjet is facing any angle greater than 90 degrees from it. Not quite as amusing from 45 degrees to 90, and fully functional (more or less) from 45 degrees less.*

*referring to lateral rotation as in ROT itself. Z coordinates (altitude?) need not apply.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Jun 04, 2009 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

lol. Airburst=yes made me get an ie :/ so i removed it all together. as for ROT... it isnt a required tag :/ so thats why i was able to sneak around from it... though i will try a bunch of numbers (maybe making it pretty high so it instantly aims to the proper area?)

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Thu Jun 04, 2009 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

ROT=100 usually does the trick.

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