Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Jul 22, 2016 11:38 pm Post subject:
How to use particles to restrict bomber strafing shots?
Subject description: ...or alternate solutions to achieve the same effect?
Aircraft with a Primary weapon has a projectile with ROT<2 will strafe over their target, firing their weapon neither more nor fewer than five times before having spent a point of ammo and turning around to return to base (if out of ammo), or re-commence a strafing run (if still holding ammo). The only phenomenon that can interrupt such a strafing run (short of the aircraft being shot down) is the target of the attack being destroyed during the attack, which will cause it to be interrupted and the aircraft to head home.
The weapon being fired five times may not always be desireable.
I've repeatedly heard (ATTN: LKO, perhaps) that the use of a ParticleSystem on a weapon can limit that weapon to being fired less than five times on a strafing run. This would, to my understanding, be explained by the inability of a weapon to fire while a particle system created by a previous instance of it firing is extant, and the instances of a weapon firing during a strafing run that fall within the lifetime of a particle system spawned by that weapon being entirely skipped, rather than delayed until after the particle system has expired (as is the case with other weapons). However, it appears that the second premise is wrong - during a strafing run, weapons are not fired while their particle systems are extant, but the firing is simply delayed until the particle system has expired, then they are fired again, until they have fired five times. No gain towards the intended goal of this method has been made.
So, what's going here? Am I doing it wrong and the particle system must be set up in some specific or different way? Or is this method entirely dysfunctional outside of Tiberian Sun? Or did Ares change something about it? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
If you ever watched the original Allied jets firing 5 homing rounds, they will fire at other targets if the target gets destroyed before the last few launch. They won't change their flying course, but the missiles will just go in another direction, even backwards. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
It does not work in RA2 onwards.
I too wanted to make use of that trick some time ago, but I could not achieve the effect at all.
I have tryed stuff, till I asked LKO for an example code just to find that the trick works for TS-FS ONLY.
Much like you, I have experienced a delayed shots...
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jul 23, 2016 9:37 am Post subject:
The DTA particle trick worked in Ares, I have successfully used it. Although the last Ares version I used was in 0.9.
You might need to give the particle a lot longer lifetime though. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
FireOnce=yes restricts it to one shot canceling the strafe run after. Does not work without Ares though, you get an error if you try it. _________________ QUICK_EDIT
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