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C&C Generals style carpet bomb power?
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Madin
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Joined: 05 Apr 2009

PostPosted: Thu Oct 15, 2009 7:42 pm    Post subject:  C&C Generals style carpet bomb power?
Subject description: How to accomplish in C&C3?
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I'd like to create a special power that is basically in the style of C&C generals B-52 carpet bomb.
Anyone got any idea how I'd go about coding this in C&C 3 please?

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Thu Oct 15, 2009 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont mod CnC3, yet isn't there something like it in the campaign? GDI dose it in the white house level, and Nod at temple prime.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Oct 15, 2009 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, you got the mine drop, so I guess you just mod the mines to bombs, and you got it.

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Madin
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Joined: 05 Apr 2009

PostPosted: Fri Oct 16, 2009 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Zengar_Zombolt wrote:
I dont mod CnC3, yet isn't there something like it in the campaign? GDI dose it in the white house level, and Nod at temple prime.


I believe that the GDI white house airstrike is 3 firehawks dropping cluster bombs (ie a single bomb that divides), I can do cluster bombs easy, but I'm looking for the 'droppping-ten-bombs-in-a-neatish-line' effect, which is something that I have not seen in C&C3.

I'll try and have a look at the Nod airstrike to see if it's carpet or cluster style.

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Mighty BOB!
AA Infantry


Joined: 05 Oct 2005
Location: USA

PostPosted: Fri Oct 16, 2009 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

It's all cluster.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Fri Oct 16, 2009 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe try and see what happens if you set the Projectile speed to 0.. (and use a normal weapon)

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Cantdrawbutmod
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Joined: 19 Oct 2009

PostPosted: Thu Oct 29, 2009 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Were you (Madin) able to find a way to do it?
I'm trying my own carpet bombing right now,but at some point I got a bit crazy,and now I'm a little lost in the modifications I made...but it already look like something:


The 2 main problems remaining are:
-The bombs always try to get to the target,even with a speed of 0 (they are made of paper or something,they float along the wind).Right now,i'm not sure with all the things I made,but I think the main fix I found is limiting the distance the projectile is allowed to go.
The problem is that the explosions are lower at the end (cannot be seen on the screenshot)
-there's no way to make the bombs go farther than the middle of the targeted area,no way that I know.

What about you?I'm not even sure it would be the same kind of carpet bombing (don't remember Generals well)?

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Aussie Bomber
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Joined: 15 Sep 2009
Location: Childers,Qld,AU

PostPosted: Thu Oct 29, 2009 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try looking at the devastator scatter type Wink

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Madin
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Joined: 05 Apr 2009

PostPosted: Tue Nov 03, 2009 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cantdrawbutmod wrote:
Were you (Madin) able to find a way to do it?
I'm trying my own carpet bombing right now,but at some point I got a bit crazy,and now I'm a little lost in the modifications I made...but it already look like something:

The 2 main problems remaining are:
-The bombs always try to get to the target,even with a speed of 0 (they are made of paper or something,they float along the wind).Right now,i'm not sure with all the things I made,but I think the main fix I found is limiting the distance the projectile is allowed to go.
The problem is that the explosions are lower at the end (cannot be seen on the screenshot)
-there's no way to make the bombs go farther than the middle of the targeted area,no way that I know.

What about you?I'm not even sure it would be the same kind of carpet bombing (don't remember Generals well)?


I'm going to get back to trying this out later.
Your carpet bomb does not look bad at all.

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Madin
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Joined: 05 Apr 2009

PostPosted: Tue Nov 03, 2009 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aussie Bomber wrote:
Try looking at the devastator scatter type Wink

A good idea!

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Nov 14, 2009 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cantdrawbutmod wrote:
Were you (Madin) able to find a way to do it?
I'm trying my own carpet bombing right now,but at some point I got a bit crazy,and now I'm a little lost in the modifications I made...but it already look like something:


The 2 main problems remaining are:
-The bombs always try to get to the target,even with a speed of 0 (they are made of paper or something,they float along the wind).Right now,i'm not sure with all the things I made,but I think the main fix I found is limiting the distance the projectile is allowed to go.
The problem is that the explosions are lower at the end (cannot be seen on the screenshot)
-there's no way to make the bombs go farther than the middle of the targeted area,no way that I know.

What about you?I'm not even sure it would be the same kind of carpet bombing (don't remember Generals well)?


The Devastator weapon is indeed the key.

Code:
(WeaponTemplate id="NODVertigoBomb" Name="NODVertigoBomb" AttackRange="100.0" WeaponSpeed="25" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" AcceptableAimDelta="20d" CanFireWhileMoving="true" ClipSize="7" FireSound="NOD_VertigoDropBomb" AutoReloadsClip="RETURN_TO_BASE" SingleAmmoReloadedNotFullSound="NOD_VertigoBomber_AmmoLoadOne" ClipReloadedSound="NOD_VertigoBomber_AmmoReloaded" AntiMask="ANTI_GROUND ANTI_STRUCTURE" ScatterRadius="1" ScatterLength="400" Flags="LENGTH_SCATTER" ReAcquireDetailType="PRE_FIRE" xmlns="uri:ea.com:eala:asset">(FiringDuration MinSeconds="0.05s" MaxSeconds="0.05s" />(ClipReloadTime MinSeconds="1.0s" MaxSeconds="2.0s" />(Nuggets>(ProjectileNugget ProjectileTemplate="NODVertigoBombProjectile" WarheadTemplate="NODVertigoBombWarhead">(VeterancyProjectiles VeterancyLevel="HEROIC" ProjectileTemplate="NODVertigoBombProjectile_Veteran" />(/ProjectileNugget>(/Nuggets>(/WeaponTemplate>


I had been using the 'ScatterLength' attribute along with the "LENGTH_SCATTER" flag, but I always had the same problem you did.
The above code is the latest test code that looks very good (not perfect).
You'll see that there is a ScatterRadius="1" attribute, I'm guessing that the purpose of this is to stop the projectile from attempting to home in!
I'm not sure if the 'ReAcquireDetailType'="PRE_FIRE" makes much of a difference.
You'll also note that the above weapon has a very low Firing duration, which I believe means that the entire clip is used in one go.
You'll get an idea for the results from the screenshots I took.

Some notes:
You can set the weapon speed to anything you like! whatever looks good for you.
The number of 'clip' projectiles will spread out evenly within the 'scatterlength', it is never random, which is why it's great for faking carpet bombs (so raising the 'scatterlength' value, without increasing the 'clip' number has the effect of spacing the bombs further apart).
your target will always be in the center of the 'scatterlength' number, so for a 'scatterlength' of 400, the bombs will spread in a line to a value of 200 either side.

Bearing the above in mind if your 'AttackRange' is less than half your 'scatterlength' then some of the 'clip' projectiles will be fired in the reverse direction of your aircrafts travel (in order to satisfy the rules mentioned in the above paragraph).
I will personally be using a faster 'locomotor' to cover for the fact that 7x2 bombs will be spread over a 400 length, I believe it looks better than seeing a slow plane.



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Last edited by Madin on Sun Nov 15, 2009 2:19 am; edited 1 time in total

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Aussie Bomber
Rocket Infantry


Joined: 15 Sep 2009
Location: Childers,Qld,AU

PostPosted: Sun Nov 15, 2009 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Increase the Carpet bombing length to 50 - 100
Wink

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spy46
Rocket Infantry


Joined: 14 Jul 2008

PostPosted: Sun Nov 15, 2009 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

very cool indeed, what else you doing in there?

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Tue Nov 24, 2009 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Madin wrote:
I had been using the 'ScatterLength' attribute along with the "LENGTH_SCATTER" flag, but I always had the same problem you did.
The above code is the latest test code that looks very good (not perfect).
You'll see that there is a ScatterRadius="1" attribute, I'm guessing that the purpose of this is to stop the projectile from attempting to home in!
I finally got it to work properly,thank you very much Smile

Madin wrote:
I will personally be using a faster 'locomotor' to cover for the fact that 7x2 bombs will be spread over a 400 length, I believe it looks better than seeing a slow plane.
Right now one of my problems is related to speed too.If the Carpet Bomber is too fast,he look really bad,but if he's too slow,he won't reach the targeted zone in time,and the enemy can (and will) escape.
I saw that a gdi unit,GDIOrca_Airstrike.xml,had 2 locomotors,one with NORMAL condition,and one with SUPERSONIC condition.
I thought maybe that can be used,but I don't see how to have the unit start in SUPERSONIC,and go at NORMAL when near the target.
I think the GDIOrca_Airstrike.xml is used in a mission (summoned by snipers or something like that according to the xml files,I already don't remember my campaign Laughing ),and maybe it need a map script to use his alternative locomotor (and then,I can't do anything with that).

I also failed at giving the ability to clear garrison to my unit and its weapon,even though i checked over and over again the unit having this ability and their weapons to see if I missed something.
Maybe it can't work for a summoned unit.

But well,I can always give up on these,especially since i'm still training and not doing a real mod.

Oh yeah,forgot to say,your pictures look very good. Wink

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Tue Nov 24, 2009 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cantdrawbutmod wrote:
I will personally be using a faster 'locomotor' to cover for the fact that 7x2 bombs will be spread over a 400 length, I believe it looks better than seeing a slow plane.Right now one of my problems is related to speed too.If the Carpet Bomber is too fast,he look really bad,but if he's too slow,he won't reach the targeted zone in time,and the enemy can (and will) escape.
I saw that a gdi unit,GDIOrca_Airstrike.xml,had 2 locomotors,one with NORMAL condition,and one with SUPERSONIC condition.
I thought maybe that can be used,but I don't see how to have the unit start in SUPERSONIC,and go at NORMAL when near the target.
I think the GDIOrca_Airstrike.xml is used in a mission (summoned by snipers or something like that according to the xml files,I already don't remember my campaign Laughing ),and maybe it need a map script to use his alternative locomotor (and then,I can't do anything with that).

I also failed at giving the ability to clear garrison to my unit and its weapon,even though i checked over and over again the unit having this ability and their weapons to see if I missed something.
Maybe it can't work for a summoned unit.

But well,I can always give up on these,especially since i'm still training and not doing a real mod.

Oh yeah,forgot to say,your pictures look very good. Wink


If the garrison thing is bugging you I can briefly look into it.
Thanks for the picture compliment but I disagree, these bomber pic look good! http://forums.revora.net/index.php?showtopic=74724

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Wed Nov 25, 2009 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

OOOHHHHHH!!!!!! I want that Badger! <3

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Wed Nov 25, 2009 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread


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