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Cluster Missile fired from AircraftType
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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu Feb 04, 2016 5:24 pm    Post subject:  Cluster Missile fired from AircraftType Reply with quote  Mark this post and the followings unread

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].

Code:

[MigClusterLauncher] ; Weapon
Damage=100
ROF=10
Range=6
Projectile=MiGMissile
Speed=30
Warhead=LaunchEffectWH
Report=IntruderAttack
Burst=1

[MigMissile] ; Proj
Arm=2 ; Copy Paste from AirToGroundMissile
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=no
AG=yes
Image=DRAGON
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
;Arm=10 ; What i'm tring to use
;Cluster=4
;Splits=yes
;RetargetAccuraty=100%
;AirburstWeapon=MigCluster
;Shadow=no
;Proximity=no
;Ranged=yes
;AA=no
;AG=yes
;Image=MIGMISL
;ROT=100
;SubjectToCliffs=no
;SubjectToElevation=no
;SubjectToWalls=no

[LaunchEffectWH]
Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3%
AnimList=APMUZZLE

[MIG19] ; Plane
UIName=Name:MIG19
Name=MiG-19 Farmer
Prerequisite=UAHPAD,RADAR
Primary=MigClusterLauncher
CanPassiveAquire=no
CanRetaliate=no
Strength=175
Category=AirPower
Armor=light
TechLevel=6
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR,NAHELI,GEAIRC,KOAIRC,FRAIRC,BRAIRC,TRAIRC,CAAIRP,GAAIRU,YAHPAD,UAHPAD
PipScale=Ammo
Speed=13
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=Palestine,Morocco,RepOfSAfrica,Ukrania,India
Cost=1200
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
Survivor.RookiePilotChance=50
Survivor.VeteranPilotChance=75
Survivor.ElitePilotChance=100

[MigCluster] ; Cluster Weapon
Damage=80
ROF=80
Projectile=ClusterBits
Range=6
Speed=25
Warhead=DMISLWH

[ClusterBits] ; Cluster Proj
Shadow=no
Proximity=yes
Ranged=yes
Image=MEDUSA
ROT=100
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

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MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 04, 2016 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

-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)

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Thu Feb 04, 2016 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

I tried particle trick doesn't work right.

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Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 04, 2016 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

MustaphaTR wrote:
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.

That logic is Airburst=yes and not Splits=yes.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Mar 07, 2016 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

[ClusterShardP]
Shadow=no
Proximity=no
Ranged=yes
Image=BOMBSHARD
ROT=10
FirersPalette=yes

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 07, 2016 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon Mar 07, 2016 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I solved that already.

_________________
CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 07, 2016 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

And the problem persists?

Just to clarify, this:
Code:

[MigMissile]
Arm=2 ; Copy Paste from AirToGroundMissile
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=no
AG=yes
Image=DRAGON
ROT=100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

causes strafing/bomber behaviour?

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