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is non-stop flame thrower possible?
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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Fri Jun 22, 2012 4:02 pm    Post subject:  is non-stop flame thrower possible?
Subject description: and other questions
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1. i tried to get the flamethrower's ROF=1 but doesnt work, the unit still waits a second to launch another attack.
then i realized there is a firestream particle attaches to it, this also makes TypeImmune useless. have no idea how to deal with it, any hints?

2. orca bomber and banshee works in different ways, one is bombing run and another is single target strafe. i'd like to know why and how to do that? is Projectile the key to do so?

3. is it just me or is cloakstop not working at all?

4. cloak ability doesnt work on aircrafts?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 22, 2012 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Remove the particlesystem and let it shoot with ROF=1 many single flame projectiles. Without the particlesystem, TypeImmune will work too.

2. actually bomber and banshee work both the same way, doing an overrun attack. orca fighter and harpy do the shuffle attack.
The key is the weapon projectile. With ROT=1 or lower the unit will do an overrun attack, with ROT>1 the shuffle attack.

3. correct. doesn't work.

4. correct. only the veteran/elite ability CLOAK can give them stealth capabilities.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Jun 22, 2012 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

  1. I don't think it's doable unless you create a flamethrower that doesn't use the particle system (it'd likely be like the flamethrower in TD).
  2. That and also Speed= in the weapon's code.
  3. It doesn't work at all IIRC.
  4. Indeed, aircraft can't cloak unless this ability is either gained via a crate or veterancy.

Edit:
Bah, LKO beat me to it again xD

@LKO:
Concerning ORCA Bomber/Banshee weapons, I think what liaocheng was refering to is that the ORCA Bomber's bombing run also hits targets in front and behind the target it's aiming for, while the Banshee only hits the target it's aiming for and nothing else.

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liaocheng
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Joined: 28 Apr 2008
Location: China

PostPosted: Fri Jun 22, 2012 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks both of u.

1.Great, wat im going to do is remove the particle system and make a projectile with Image=flame (watever it is called) , that will do the job.

2.maybe i didnt describe my question exactly but Bittah Commander got it right, i wonder why orca bomber bombs a straight line but banshee only single target. i will look into the projectile to find out the answer. Confused

3. so sad that i tried to add an mirage-tank-like vehicle.

4. my pilots will have to struggle to get cloak ability.

i just encountered another problem. i edited the ai.ini to make ai players launch massive air strikes but barely succeed. after a few strikes their aircrafts will keep circling above helipads, looks like they they are going to get ammo resupply but never make it and stuck.

in order to increase the amount of helipads i looked into the rules.ini and edited HelipadRatio=XX but doesnt make difference, they still get stuck. maybe i didnt do it right, any help?

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Fri Jun 22, 2012 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

liaocheng wrote:
in order to increase the amount of helipads i looked into the rules.ini and edited HelipadRatio=XX but doesnt make difference, they still get stuck. maybe i didnt do it right, any help?

AFAIK the *Ratio keys are leftovers from RA1. I've never seen a difference when I've modified those. I haven't heard about a solution to the problem from any other AI coders either.

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liaocheng
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Joined: 28 Apr 2008
Location: China

PostPosted: Sat Jun 23, 2012 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

^Rampastein wrote:
liaocheng wrote:
in order to increase the amount of helipads i looked into the rules.ini and edited HelipadRatio=XX but doesnt make difference, they still get stuck. maybe i didnt do it right, any help?

AFAIK the *Ratio keys are leftovers from RA1. I've never seen a difference when I've modified those. I haven't heard about a solution to the problem from any other AI coders either.



oh no..
how about this, making each helipad can dock multi aircrafts, this should fix the circling issue, graphic may be weired but it's acceptable to me. wat do u think?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Jun 23, 2012 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

If you mean you want to make it possible for multiple aircraft to dock on a single helipad, that's not possible in TS.

If you want the AI to build more helipads, the best thing you can do is cloning the existing helipad (that means copying its code, changing its [ID] and adding Image=GAHPAD or Image=NAHPAD) and then changing TechLevel= to -1 and adding AIBuildThis=true (this way only the AI will be able to build the cloned helipad). Every building with AIBuildThis=true is usually only built once, so you might need to clone it multiple times depending on how many extra helipads you want the AI to build.

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liaocheng
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Joined: 28 Apr 2008
Location: China

PostPosted: Sat Jun 23, 2012 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
If you mean you want to make it possible for multiple aircraft to dock on a single helipad, that's not possible in TS.

If you want the AI to build more helipads, the best thing you can do is cloning the existing helipad (that means copying its code, changing its [ID] and adding Image=GAHPAD or Image=NAHPAD) and then changing TechLevel= to -1 and adding AIBuildThis=true (this way only the AI will be able to build the cloned helipad). Every building with AIBuildThis=true is usually only built once, so you might need to clone it multiple times depending on how many extra helipads you want the AI to build.



brilliant idea!
wat I need to do is adding a huge list to [Building] and copy a equal number of helipads and giving them different ids, images and sides depending on their factions' need. also aibuildthis=true and techlevel=-1 make them ai players only. correct?
thank you so much.

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^Rampastein
Rampastring


Joined: 11 Oct 2008
Location: Gensokyo

PostPosted: Sat Jun 23, 2012 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

You also need to remove FactoryType= from the cloned helipads unless you want the AI to just build more aircraft with its added factories (causing just a larger circling issue).

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Sun Jun 24, 2012 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1. Remove the particlesystem and let it shoot with ROF=1 many single flame projectiles. Without the particlesystem, TypeImmune will work too.

2. actually bomber and banshee work both the same way, doing an overrun attack. orca fighter and harpy do the shuffle attack.
The key is the weapon projectile. With ROT=1 or lower the unit will do an overrun attack, with ROT>1 the shuffle attack.

3. correct. doesn't work.

4. correct. only the veteran/elite ability CLOAK can give them stealth capabilities.


dear LKO, is there any important tips I should know before editing aircrafts' weapons?
i created a new plane and it works fine without a weapon., original codes were from Banshee fighter. But once I added a new weapon to it, the game will report IE every time when it takes off. the most strange part is, if I give it the Bomb weapon from orca bomber, it will be fine, but
if I clone the Bomb weapon and just change its name a little bit like Bomb1 and give it to my new toy, the game will crush again.

sry for my bad english, hope u can understand.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jun 24, 2012 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

On the projectile weapon, another trick to it is giving it an invisible projectile with the trailer animation as the flame effect with a high rate of animation to make the flames look constant.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Sun Jun 24, 2012 1:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
On the projectile weapon, another trick to it is giving it an invisible projectile with the trailer animation as the flame effect with a high rate of animation to make the flames look constant.


this worth a try as well,thank u!

the path of modification is full of darkness and thorns, but with ur guys help, the way is enlightened, I appreciate your help.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Jun 24, 2012 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

liaocheng wrote:


dear LKO, is there any important tips I should know before editing aircrafts' weapons?
i created a new plane and it works fine without a weapon., original codes were from Banshee fighter. But once I added a new weapon to it, the game will report IE every time when it takes off. the most strange part is, if I give it the Bomb weapon from orca bomber, it will be fine, but
if I clone the Bomb weapon and just change its name a little bit like Bomb1 and give it to my new toy, the game will crush again.

sry for my bad english, hope u can understand.


Most likely you screw up with the ID and caps...
Primary=BombWeapon is not same as [bombweapon] and game will crash. Must be
Primary=bombweapon
[bombweapon]

and do not do

Primary=my weapon here

[my weapon here]

spaces make it unstable.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jun 24, 2012 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Weapons are case-sensitive.

So I.E: You have a weapon named "GOLDFISHGUN" The Entry listed on the unit should also have Primary=GOLDFISHGUN

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 24, 2012 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread


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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Mon Jun 25, 2012 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

everything works good so far.
thank you guys.

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