Posted: Thu Feb 04, 2016 5:24 pm Post subject:
Cluster Missile fired from AircraftType
I'm tring to make one since yesterday but couldn't get it work. Here is the code i'm using. Instead of firing normally 1 missile, it is going to bombardment mode and fire 5 times and not even working correctly. Even wierder, if i use Projectile=AirToGroundMissile it fires 1 missile but if i copy everthing under [AirToGroundMissile] and paste under [MigMissile] than comment out everthing else, it still do bombardment. When bombarding Cluster also doesn't work. It just firing and warhead of normal one fires on ground, no projectile appears. AirburstWeapon is listed under [WeaponTypes].
-no ProjectileRange=0 on MigClusterLauncher, thus the Splits weapon doesn't split and instead directly hits the target. So upon impact it Splits into MigCluster, which in turn do nothing than exploding there right away too.
-no ParticleSystem on MigClusterLauncher to restrict the hardcoded 5 overrun shots to only 1 (we had a topic about this a while ago and someone mentioned in RA2 the PS trick doesn't work well, so they suggested something else, which i can't remember right now) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Thing i can't understan is why it still uses the bombing pattern even when i use very same projectile. Maybe there is something hardcoded about [AirToGroundMissile] itself.
What you said in 1st one is not whant exactly i'm tring to achive. I want it to go over the target and explode over it to cluster bit. Like Nod Sea Scorpion from DTA but fired from aircraft.
This works in RA2 without anything fancy... you still get the weird umbrella effect of shards, and with the speed/ROT below, they all fan out straight from the cluster center...
[Bomb] ; the main weapon
Damage=1
ROF=50 ; only controls how fast the jet turns back home here
Range=3 ; I used 3 because that's about how far the jet travels
Speed=200
OmniFire=yes ; unless you like it firing beside the jet
Projectile=ClusterP
Warhead=SuperDuper ; not important, some kind of anti-everything
[BombShard]
Damage=100 ; each bomblet
Range=2
Speed=2
Projectile=ClusterShardP
Warhead=HE
[ClusterP]
Invisio=yes ; pretend it's not actually firing a first stage
Image=none
ROT=100 ; necessary for 1 shot airburst, low may not follow jet
High=yes ; High/VeryHigh used based on flightlevel
Ranged=yes ; maybe useful
Proximity=no ; must be no
Airburst=yes
AirburstWeapon=BombShard
ASW=no
AA=no
AG=yes
AN=yes
AS=no
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Mar 07, 2016 4:58 pm Post subject:
MigClusterLauncher references Projectile with ID "MiGMissile" (capital G).
...is this case-sensitive?
Check if you might have a projectile with the ID "MiGMissile" somewhere in your rules. This projectile may create "bombing pattern" behaviour.
The projectile that you are presenting here as the one you are intending to use for MigClusterLauncher has the ID "MigMissile" (small g). Your weapon might simply be referencing the wrong projectile (or perhaps no projectile at all, in which case it will default to bombing with an 'invisible' projectile).
If that is not the cause of your trouble, let me say this much:
AirToGroundMissile is NOT hardcoded to be the only projectile that creates stand-off/Harrier-mode firing behaviour. That is not the root of this problem. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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