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FireAngle on Unloadingclass units
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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Mon Feb 03, 2014 3:29 pm    Post subject:  FireAngle on Unloadingclass units Reply with quote  Mark this post and the followings unread

I don't know if to call this a request or a bug, but it looks like a bug to me.

Situation:
1. Unit X uses IsSimpleDeployer=yes and UnloadingClass= to deploy into an immobile unit Y (like siege chopper) and back.
2. Both of them got barrels and turret.
3. But they use different barrel types.

Now if unit X has FireAngle=0,
and unit Y has FireAngle=45,
it seems both unit X and Y use FireAngle=0.

In other words, it looks like it only reads FireAngle= for the primary and mobile unit X.
I don't know if this is known already, but I didn't find it anywhere else. Would it be possible to seperate those, so that it reads FireAngle seperately for the UnloadingClass units?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Feb 04, 2014 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Siege chopper simpledeployer is merely ART switch, it does not use the destination unit entry for anything except image I recall.

Thus siege chopper for example is using secondary of the 1st stage instead of the weapon definitions in 2nd stage too IMO. (Another reason for Turret=yes in the chopper)

Thus the issues are clear, would be more ideal to have the true deployer logic

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Feb 04, 2014 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Techno-to-techno would fix this. If your aiming for the chopper to have proper flhs

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Tue Feb 04, 2014 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Siege chopper simpledeployer is merely ART switch, it does not use the destination unit entry for anything except image I recall.


Thats why I think that FireAngle should be read, since it moves the barrels, and barrels can change from one image to other.
If it does just an Art switch, it would be good to be able to control the Rulesmd part of the Art a bit too, so not everything is dependant on the main vehicle.

Maybe indeed just wait for that Vehicle to Vehicle deploy to fix all the problems then.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Feb 05, 2014 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually the siege chopper has turret on its flight version. The fly and art rules are taken from the primary unit. This was also the reason siege choppers didn't have a muzzle flash like the nighthawk. It was more akin to a crude version of the deploy logic of infantry. Where the deployment switched what weapon it uses.

So yes, the beet bet is to wait for techno-techno logic if you want a unit that switches it's weapon logics (turreted or non-turreted)

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