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Need help with missiles
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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Thu Mar 03, 2011 1:01 pm    Post subject:  Need help with missiles
Subject description: Oops,premature detonation!
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After 2 years im back to mod my favourite game again...
It's good to see many old faces who had contributed a lot of their knowledge and experience are still active.

OK,let get to point.
I armed some units with airburst cluster missile which works as same as the NOD superweapon and of course i modified the damage to balance it.
Problem is,if the target is killed of disappear(cloak or something...) when missiles have been launched and travelling to it,missiles will detonate and have a risk of damaging my own units.

Does anyone have any idea of fixing this?
Yes actually every Missile does detonate if lose target. Is it hardcoded?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Mar 03, 2011 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do believe that's because Ranged is set on the projectile.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun Mar 06, 2011 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

If I am not misstaken this is a thing that Westwood changed compared to C&C1 and Redalert 1, this works fine in C&C1 and RA1 but when it comes to TS & RA2 it cant be solved unless you modify how the engine works with projectiles.

I would love having this fixed also and dont remember if there is any solution to this (the Ranged= line from what I remember dont fix this Sad )

This is kinda one of those things that makes C&C1 and RA1 so epic in uhhh oldstyle (or whatever you call it) skirmish/singleplayer battles compared to Tiberian Sun & Redalert2 / RA2:YR (or atleast TS)

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Mar 06, 2011 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try Proximity=no.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Mon Mar 07, 2011 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

have tried both Proximity= and Ranged= and both dont fix this problem~
seems i have to give up~

anyway~ thanks for ur help~ comrades~

yep~ i miss those old school days RA1 so much~
but my favor is TS~love its atmosphere~

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Tue Mar 08, 2011 2:41 am    Post subject: Reply with quote  Mark this post and the followings unread

add a minium range it might help, not sure but its worth a try

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 08, 2011 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

TS projectiles with ROT>0 are hardcoded to simply vanish when the target doesn't exist anymore. I'm actually astonished that cluster weapons still release the second stage, since on a normal missile the warhead isn't used anyway when the projectile vanishes.

@CalChillin: MinimumRange doesn't sets a certain range the missile has to fly before it can detonate, but a minimum range for the unit towards the target. Thus it won't help as the target can be still destroyed before the missile reaches it.

@liaocheng: You can only try to change the missile into a non-homing arcing projectile as these always fly to the last known position of the target. Though i'm not sure if this breaks the airburst logic.

You can also try to give the projectile a high Arm= value. e.g. with Arm=256, the missile has to fly for 256 time units before its warhead can detonate, so this might fix your problem.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Tue Mar 08, 2011 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you mighty LKO~

I will try Arm=## ~

i already added MinimumRange it doesnt help much but realy worth a try Smile since closer targets might get killed sooner so my missile launchers shall attack other further targets.

Airburst logic doesnt work on non-homing arcing projectiles i have tested this 2 years ago~ haha... i was so disappointed...

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CalChillin
Missile Trooper


Joined: 23 Oct 2007

PostPosted: Thu Mar 10, 2011 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

thats what i was thinking it will save the lives of you near by units atleast.

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