Posted: Thu Oct 15, 2009 7:42 pm Post subject:
C&C Generals style carpet bomb power?
Subject description: How to accomplish in C&C3?
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? QUICK_EDIT
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 am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
well, you got the mine drop, so I guess you just mod the mines to bombs, and you got it. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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. QUICK_EDIT
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)? QUICK_EDIT
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. QUICK_EDIT
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 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 QUICK_EDIT
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
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 ),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. _________________ I made a faq.If you find an explainable way to do something,please contribute.
If you find a good FAQ somewhere,try getting either the author post it in the forum,or the authorization to copy it (you can't do it without authorization,check the rules). QUICK_EDIT
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 ),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.
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 QUICK_EDIT
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