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Possible way to recreate delayed Fire?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Sep 17, 2012 11:40 am    Post subject:  Possible way to recreate delayed Fire?
Subject description: Similar to Force Weapons from RA3
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I'm not totally sure on this... but I think i've found a way to emulate it.

TurretCount=3
WeaponCount=6 or something...

Use Gatling Logic,Burst Delay & Ammo Logic...

With Gatling Logic make 2 Dummy Stages.

Using Burst Delay to prolong/shorten the weapon's ROF

With Ammo Logic and thanks to PipWrap and Gatling Logic's RateUp/RateDown the Unit will run out of ammo and thus restart the whole attack sequence but still have to start over from the beginning stage and the unit in question will still be in the Attack Mission.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Sep 17, 2012 12:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if there's really need for BurstDelay or ammo logic here. Can't you just really play around with the StageX= values and weapon ROF to create the delay? Unit won't fire any of it's weapons under any circumstances unless the time passed since last firing exceeds the ROF value of the weapon it last used. This also includes deploy weapons, ammo and gattling logic.

Also, FireOnce=yes on the last stage weapon also resets the firing sequence, but I can't remember if it also cancelled the attack mission status or not. Additionally, IsChargeTurret & IsGattling are not compatible with each other. Neither does TurretCount have any special handling attached to an unit with merely IsGattling set to yes. So you can't really create any sort of visual charging effect on the unit itself, apart from perhaps attaching animations to the dummy stage weapons.

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Last edited by Starkku on Mon Sep 17, 2012 12:25 pm; edited 1 time in total

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Mon Sep 17, 2012 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Also, FireOnce=yes on the last stage weapon also resets the firing sequence, but I can't remember if it also cancelled the attack mission status or not.

The mission gets cancelled, which makes this approach useless unless you are creating some kind of mega weapon.
NPExt implemented a tag to fix this, GattlingCycle: The unit would go back to its first weapon after the last one have been fired. Source code was given to Ares team but it has not yet been implemented yet. Hopefully 0.3(note that DCoder said that translating it to C++ is an easy task).

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Sep 17, 2012 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

¥R_M0dd€r wrote:

The mission gets cancelled, which makes this approach useless unless you are creating some kind of mega weapon.


Yeah I thought this might be the case, couldn't really verify it myselves right now though. In that case, usage of ammo logic to restrict firing might work. I don't see any reason to apply BurstDelay, however, considering gattling logic already has ways to adjust delays between the firing stages.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Sep 17, 2012 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Not sure if there's really need for BurstDelay or ammo logic here. Can't you just really play around with the StageX= values and weapon ROF to create the delay? Unit won't fire any of it's weapons under any circumstances unless the time passed since last firing exceeds the ROF value of the weapon it last used. This also includes deploy weapons, ammo and gattling logic.

Also, FireOnce=yes on the last stage weapon also resets the firing sequence, but I can't remember if it also cancelled the attack mission status or not. Additionally, IsChargeTurret & IsGattling are not compatible with each other. Neither does TurretCount have any special handling attached to an unit with merely IsGattling set to yes. So you can't really create any sort of visual charging effect on the unit itself, apart from perhaps attaching animations to the dummy stage weapons.


Well thats a feature we'll have to give up with. Audio Cues are good enough for me personally. But with this idea you can theoretically create Delayed fire Units or ones with multiple weapons until GattlingCyle is available on Ares.

Not really sure... but i think all thats needed is Gatling Logic and Ammo... with a long enough ammo wait time the unit could have its weapon reset back to the starting stage.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Sep 18, 2012 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

About Turret Logic, I'm not sure if PassengerTurret could work on Ammo Logic... but if it can, Wouldn't it be possible for PassengerTurret to be used as a cheap way for this to work?

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Sep 18, 2012 5:21 am    Post subject: Reply with quote  Mark this post and the followings unread

the logic for delayed fire worked with two weapons that don't target the same things. Also the ammo logic will apply to all weapons.

about your delayed fire logic, i haven't tried it just yet.

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