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V3missile bugs andd limitations ongoing
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Jan 09, 2014 12:26 pm    Post subject:  V3missile bugs andd limitations ongoing
Subject description: Continuation from unfairly locked thread
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Quote:
Yeah, there's no weapon. But you can have one. If you have a weapon, you have a projectile, you have a warhead. And the projectile is the key here. If the ROT is more than 1, the weapon doesn't work.


This is not what this is about. That is adding something so the V3 missile FIRES a projectile. The threadd is about the V3 missile DETONATING on impact. Those two are very ddifferent things.

The V3 missile has flight parameters very different from those of a projectile.
that is what all those settings put into it are about. And I am not speaking about just the launch, but the whole trajejctory controlled by these tags:

Quote:
Missile.TurnRate=0.3    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
Missile.Acceleration=0.45 ;0.5 ; This much is added to the missile's velocity each frame during launch
Missile.Altitude=1200 ;768     ; Cruising altitude in leptons: at this height missile BEGINS leveling off

Missile.LazyCurve=yes     ; The rocket's path is a big, lazy curve :Yes or no

Furthermore, the otherwise non-customizable lenght (for impact and trailer) and the very trailer animation frequency:

Quote:

Missile.BodyLength=336   ; The body of the rocket is this many leptons long
Missile.TrailerAnim=V3TRAILLIBLUN ;
Missile.TrailerSeparation=3 ;2 ;1


The a V3 missile fires "something else" in midd-air would alter the parameters it was using before, and alter the trajectory of the missile.
Furthermore it could mess with the experience system for the vehicle.

Using  this mathod is, apart from graphically inconsistent (in other words, overall ugly) and dysfunctional wiith the flight path, has plenty of other game play and balance problems

And what else, you ask?

Well, the very reason one uses V3 in the first place?
Interceptability.
If the missile ceases to be interceptable in mid-air then there is no much point of using the system at all, is it?

This iis the cae specially as I use laser interception systems (think C&C Generals) and when the V3 ceaces to be and becomes a projectile, it can no longer be destroyed or explode mid air.

Further problem:
As it should be that aither the missile self-sdestructs while shotting this "weapon with projectile", it either will explode with it's deathweapon on midair then, or not be able to explode on midair when it is intercepted at all.

Basically just "solution" is turning the V3 lauch, rocket and system into an artillery or tank shot with a  projectile featurin an image missile voxel. Which is not the point of the functionality at all, as even westwood designed it to be an interception game.

If I wanted the missile aircraft to shoot things instead of to explode into things, I would make it a carrier plane Laughing

Proposall:
A simple solution would be that the missile uses the Primary weapon when impacting ground.

Last edited by NimoStar on Thu Jan 09, 2014 12:39 pm; edited 2 times in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jan 09, 2014 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Range is a floating number value. The more smaller the range of said missile's weapon is, the better that would work out.

In other words, you can give a missile a range=1 weapon. The functionality doesn't change, and with clever tweaking, the transition won't be noticable.

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=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Jan 09, 2014 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

"more smaller"  ...
Range=1 has a host of problems, to start it doesn't work right in most units that is why westwood implemented CloseRange=yes and such.
But v3 missiles have fixed trajectories and cant move according to those parameters.

The transition would always be notable because V3 missile use faction colors because they are units, whole proyectiles don't even do remap. You can even see that here: http://www.ppmsite.com/forum/files/missile_fired_950.png
yellow remap missile
http://www.ppmsite.com/forum/files/weapon_fired_by_missile_kirov_projectile_572.png
...gives birth to pale orange remap kirov

so, no.
ALso that doesn't solve the experience, deathweapon (even from "before" firing the bullet of a missile, there coudn't be one unless it explodes as intercepted when doing so) or tageting problem (the missile can change direction while switching)

There is a VAST different from an aircraft unittype to a mere ammo.

I have been testing these things for over a year because V3 missiles are a big part of my space-and-ballistics oriented mod.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Jan 09, 2014 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a workaround, of course it's not perfect. Just fine-tune the logic with careful and clever coding, it's not impossible. Rolling Eyes

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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Wed Mar 05, 2014 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm trying to code in a new rocket for the Soviets, like the V3, but more of a ICBM style. Yet, it launches, gets halfway to the target, and turns around to fly off screen. Here are my Rules codes, or whatever you want to call them:

; Topol-M Rocket control ;SJM
svicbmrocketPauseFrames=0    ; How many frames the rocket pauses on the launcher before tilting
svicbmrocketTiltFrames=60    ; How many frames it takes for the Topol-M rocket to tilt to firing position
svicbmrocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
svicbmrocketPitchFinal=0.5   ; Ending pitch of the rocket after tilting up; now it fires
svicbmrocketTurnRate=0.05    ; Pitch maneuverability of rocket in air.  Adjust by trial and error.
svicbmrocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
svicbmrocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
svicbmrocketAltitude=768     ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
svicbmrocketDamage=500       ; Exploding V3 does this much damage (at center of explosion, presumably).
svicbmrocketEliteDamage=800       ; Exploding V3 does this much damage (at center of explosion, presumably).
svicbmrocketBodyLength=256   ; The body of the rocket is this many leptons long
svicbmrocketLazyCurve=yes    ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
svicbmrocketType=svicbmrocket  


Now, the launcher and weapon,

; Topol-M Platform
[svicbm]
UIName=Name:svicbm
Name=Topol-M ICBM Platform ;locked
Category=AFV
Prerequisite=NAWEAP,NATECH
Primary=Topol-M Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=svicbmrocket
SpawnsNumber=1
Image=svicbm
SpawnRegenRate=600
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=400
Armor=heavy
TechLevel=9
Turret=no
CrateGoodie=yes
Sight=8
Speed=3
Owner=Russians,Confederation,Africans,Arabs
Cost=1800
Soylent=1800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no


; V3's rangefinder virtual weapon
[Topol-M Launcher]
Damage=1
ROF=250
Range=20
MinimumRange=5
Spawner=yes
Projectile=InvisibleHigh
Speed=30
Warhead=Special

; Topol-M Rocket -- warhead invoked from code.  No weapons attached here.
[svicbmrocket]
UIName=Name:svicbmrocket
Name=Topol-M Rocket
Image=svicbmrocket
FireAngle=1
Strength=100
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=20
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes

Any help with this would be greatly appreciated. Thanks in advance!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Mar 05, 2014 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Mar 05, 2014 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Things that don't work or make the game unstable
-inventing keys that don't exist (svicbmrocketPauseFrames etc)
-using space in IDs [Topol-M Launcher]
-using lowercase IDs [svicbm] is errorprone. Just write once [SVICBM] in art.ini or in Vehicletypes list and your unit doesn't work anymore, because IDs are case sensitive. Rule is to write them all in uppercase.

The newbie guide in modding

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Mar 05, 2014 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy hell, I didn't even noticed the latter two.




_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Mar 05, 2014 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Seriously, it isn't long ago that same very mistake was made and history repeats and somehow it does not occur to these people that game isn't magic reader to make sense of whatever make up stuff you write into the ini... Very Happy

Too bad even making up a thread with basic mistakes like this would get ignored else it would be great idea.

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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Wed Mar 05, 2014 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. I'll see what I can do.

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All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting.

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