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Radial fire segments?
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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Thu Aug 20, 2015 2:42 pm    Post subject:  Radial fire segments? Reply with quote  Mark this post and the followings unread

Greetings!
Has anyone ever made a weapon or unit that fires to the side?

What I am asking is if anyone has ever modeled a c130 gunship firing off to the side?

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Thu Aug 20, 2015 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Thu Aug 20, 2015 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

No dice...
If I posted my code for aircraft, can someone help me?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu Aug 20, 2015 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

The one from that topic works but after firing once it stops, it will fly around the target in a circular motion until it can retarget it again, I never played around with it further because I know it's an engine limitation.

I now use Cluster for my gunship, it's the closest I'll get to it working decent.

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Thu Aug 20, 2015 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have mine armed with a strafing mg(invis projectile) and a anti-tank gun.
I wish that I could make it work firing 90 degrees though.

Strafing gun is also on my a-10.

Not mine but, found code somewhere(probally here).

I also have 3-4 cluster weapons working.

It has been several years and was hoping that someone has been able to model the c130, 90 degree shooting.

Shall I give up or investigate FLH?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 21, 2015 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Check out the Aegis cruiser.
It fires missiles 45° to the side, regardless of the target position and the cruisers direction.
Maybe you can add this logic to your aircraft.

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Fri Aug 21, 2015 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Check out the Aegis cruiser.

Thank you,Lin Kuei Ominae.

I will investigate...

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Fri Aug 21, 2015 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

..."RadialFireSegments=10" is what I see.
I have been trying that route for years....Let me try again..

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Tod0001
Combat Engineer


Joined: 31 Dec 2013

PostPosted: Fri Aug 21, 2015 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

[C130g]
UIName=NOSTR:AS C130 Gunship
Name=AS C130 Gunship
Prerequisite=GAPILE,RADAR;;,GAAIRC
Image=C130
Primary=50CALHOG
Secondary=105mmAir
CanPassiveAquire=yes ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=740
Category=AirPower
Armor=light
TechLevel=7
Sight=9
RadarInvisible=no
Landable=yes
;RadialFireSegments=1
MoveToShroud=yes
;Dock=GAAIRC2
Dock=GAAIRC,NAAIRC,GAAIRC2,GAAIRC3,GAAIRC4,NAAIRCx2,CAAIRP,YAAIRPADr,GAAIRC5
PipScale=Ammo
Speed=11
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
RollAngle=15
OmniFire=yes
Owner=British,French,Germans,Americans
RequiredHouses=British,French,Germans,Americans
Cost=2200
Points=40
ROT=2
Ammo=12
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=PDPlaneMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
FlightLevel=900
ImmuneToPsionics=yes
;DistributedFire=yes
;RadialFireSegments=1
;SlowdownDistance=0.01
BuiltAt=GAAIRC3,GAAIRC,AMRADR,GAAIRC2,GAAIRC4,GAAIR5,CAAIRP

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Aug 21, 2015 12:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmniFire should be on the weapon not the unit, play around with ROT=1/2 and see if adding SlowdownDistance=0.001 to the unit helps.
A weapon with 4-7 range should look consistent with what you are trying to achieve, as long as you use a projectile that has a ROT.

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