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Warthog Airstrike
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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Mon Apr 17, 2023 1:23 am    Post subject:  Warthog Airstrike Reply with quote  Mark this post and the followings unread

So I've been attempting to create an AirField super weapon that calls in three A-10 planes using a SpyPlane type clone that attack a point on the map. I can't get them to fire straight line barrage of bullets and I've only figured out to simulate it by using Airburst and AirburstSpread, problem with that is that they fire almost below them and not ahead of them like I want. Is this a limitation or has someone figured out something like this before? I need a hint lol

The Special
Code:

[A10WarthogSpecial]
UIName=NOSTR:Warthog Straferun
Name=WART
IsPowered=true
RechargeTime=3.0 ;9.5
Type=SpyPlane
Action=Custom
SidebarPCX=warticon.pcx
ShowTimer=yes
DisableableFromShell=no
Range=6
AIDefendAgainst=no
LineMultiplier=2
Cursor=Harbinger
NoCursor=NoCanDo
SW.FireIntoShroud=no
SW.CreateRadarEvent=yes
Message.FirerColor=yes
Message.Launch=NOSTR:Warthog Strike Incoming
Money.Amount=-1200
SpyPlane.Type=WART
SpyPlane.Count=3;1
SpyPlane.Mission=Attack
FlashSidebarTabFrames=0
SW.Sound=WarthogAttack
SW.AITargeting=PsychicDominator;Nuke
;SW.AITargeting.Preference=Offensive;Defensive


The Plane

Code:

; Warthog
[WART]
UIName=NOSTR:Warthog
Name=WART
Prerequisite=RADAR
Primary=WarthSplit ;WarthogSplitter
CanPassiveAquire=no
CanRetaliate=no
Strength=300
Category=AirLift
Armor=light ;special_1
TechLevel=-1;7
Sight=6
RadarInvisible=no
Landable=no
MoveToShroud=yes
Spawned=yes
;Dock=GAAIRC,AMRADR;NAAIRF
;PipScale=Ammo
Speed=20
PitchSpeed=1
PitchAngle=0.25
RollAngle=45
Owner=British,French,Germans,Americans,Alliance
;ForbiddenHouses=British,French,Germans,Alliance
;Cost=1750
;Bounty.Value=438
Points=87
ROT=3
Ammo=5
;ReloadRate=.8
Crewed=yes
ConsideredAircraft=yes
AirportBound=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=WarthogSelect
VoiceMove=WarthogMove
VoiceAttack=WarthogAttackCommand
VoiceFeedback=WarthogFear
DieSound=WarthogCrashing
MoveSound=WarthogMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=30
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
;VeteranAbilities=STRONGER,FIREPOWER
;EliteAbilities=FASTER
;SelfHealing=yes
;SelfHealing.Amount=18
;SelfHealing.CombatDelay=150
Fighter=yes
FlyBy=true
AllowedToStartInMultiplayer=no
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.2
;ImmuneToAbduction=yes
;ProtectedDriver=yes
;Carryall.Allowed=no
;IronCurtain.Modifier=0%
;DistributedFire=yes
;RadialFireSegments=10
IgnoresFirestorm=yes
GuardRange=12


Weapon and Projectile

Code:

[WarthSplit]
Damage=6
ROF=5
Range=8;6
Projectile=WarthogRun
Speed=100
Warhead=WarthWH ;SSA
Report=WarthogAttack;CYGUN1
Anim=APGUN-N,APGUN-NE,APGUN-E,APGUN-SE,APGUN-S,APGUN-SW,APGUN-W,APGUN-NW
Ammo=1
IsDetachedRailgun=yes
AttachedParticleSystem=APLBulletSys
Burst=5
Bright=yes

[WarthogRun]
Image=TRACE
AG=yes
AirburstSpread=.5
Airburst=yes
AirburstWeapon=Vulcan2


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 17, 2023 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TS a projectile with Arcing=no and ROT=0, would be shot in the direction of the units facing with the start angle of the art.ini keys (FireAngle, FireFLH etc)

So you basically let it shoot straight ahead and let the projectile fall down by gravity.
The Aircraft flight height would then determine, how far the projectile can travel before it hits the ground.

Simple and effective for inaccurate overrun aircraft attacks.
I assume something similar can be done in RA2.


Another very easy way
Set PrimaryFireFLH=1000,0,0
First value (Forward) very far ahead of the plane (this is how far ahead the plane shoots, adjust to your liking)
Then let an invisible projectile (e.g. a fast falling kirov bomb) fall down from that place.
Ingame you wouldn't see that the projectile is fired that far ahead and only see the piff/explosion anim on the ground, where the invisible bomb hit.


Ra2 with CourseLockDuration or however that key is called which lets a missile fly straight for a certain duration can also help. You basically prevent the missile from homing in on the target and fly straight ahead to hit the ground there.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Apr 17, 2023 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Might need the Floater tag.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Tue Apr 18, 2023 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried both methods. Arcing=no and ROT=0 worked fine it is a decent effect but for whatever reason the plane doesn't like to fire ahead instead it always fires below like a bomber would, playing around with the range just makes it shoot early before the intended target and below the plane. I kind of tested the falling Kirov Bomb but the bomb just flies ahead forever and out of bounds. Kinda burned out but with more testing I feel i can get the Kirov bomb to travel downwards.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Apr 18, 2023 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Try Arcing=yes & Floater=yes.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Apr 19, 2023 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

That didn't have any effect it seems like the plane is hard coded to deliver the projectiles in a bomb run pattern but I was able to get the strafe run effect I was looking for by setting a ROF=2 Range=16 and PrimaryFireFLH=2500,0,0.
The rest is up to fine tuning the WarHead and maybe add clusters, also I'm thinking having the actual weapon do the firing and try the FeedBack Weapon logic from Phobos to do the animations and FireFLH.

EDIT: For anyone that needs this, I was finally able to get everything the way I wanted it to play out by using the new Kratos dll tag ExtraFire.Primary. I've been away for so long yet this community keeps thriving, very cool.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Apr 20, 2023 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dny wrote:
That didn't have any effect it seems like the plane is hard coded to deliver the projectiles in a bomb run pattern but I was able to get the strafe run effect I was looking for by setting a ROF=2 Range=16 and PrimaryFireFLH=2500,0,0.
The rest is up to fine tuning the WarHead and maybe add clusters, also I'm thinking having the actual weapon do the firing and try the FeedBack Weapon logic from Phobos to do the animations and FireFLH.

EDIT: For anyone that needs this, I was finally able to get everything the way I wanted it to play out by using the new Kratos dll tag ExtraFire.Primary. I've been away for so long yet this community keeps thriving, very cool.


I am stuck the same way as yours but I can’t keep it running with Kratos because it seems conflicted with Phobos.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sat Apr 22, 2023 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I think the whole aircraft weapons situation is very limited. Even with all the new tags added I couldn't get a long bullet strafe run because the Primary on an aircraft locks every other Weapon to the same ROF. I'm thinking of testing for Airburst and Cluster next and see how that goes.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 22, 2023 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Without doing the code perfectly, here's what you can do with Arcing=yes and Image=none.




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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Apr 22, 2023 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Without doing the code perfectly, here's what you can do with Arcing=yes and Image=none.





I have to try this.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Apr 22, 2023 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

With a bit art.ini magic

Overrun attack fires 0 damage dummy weapon.
Invisible muzzleflash anim plays for a certain duration and spawns art.ini debris via Trailer

This is done with well timed art.ini anims only

But I'm pretty sure a similar result could be achieved in RA2 with plain rules.ini coding.
First try would be CourseLockDuration with a Harrier. If this doesn't work on aircraft, then try ROT between 2 and 16, in hope the special missile flight behaviour of TS still works in RA2.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sun Apr 23, 2023 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

MY MAN! you are a G Lin Kuei. The invisible muzzle anim coupled with a spawning debris animation does an amazing bullet storm line!
I can't quite get the same inaccuracy effect from that RA1 (i think) missile barrage but playing with the ROT CourseLockDuration and Acceleration is getting there. Does the speed of the Aircraft affect a homing missile accuracy?

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Apr 23, 2023 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
With a bit art.ini magic

Overrun attack fires 0 damage dummy weapon.
Invisible muzzleflash anim plays for a certain duration and spawns art.ini debris via Trailer

This is done with well timed art.ini anims only

But I'm pretty sure a similar result could be achieved in RA2 with plain rules.ini coding.
First try would be CourseLockDuration with a Harrier. If this doesn't work on aircraft, then try ROT between 2 and 16, in hope the special missile flight behaviour of TS still works in RA2.


These gifs are very amusing to me.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Apr 23, 2023 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dny wrote:
MY MAN! you are a G Lin Kuei. The invisible muzzle anim coupled with a spawning debris animation does an amazing bullet storm line!
I can't quite get the same inaccuracy effect from that RA1 (i think) missile barrage but playing with the ROT CourseLockDuration and Acceleration is getting there. Does the speed of the Aircraft affect a homing missile accuracy?

I thought you wanted the bullets to land ahead of the aircraft? If it falls behind, then you're carpet bombing instead aren't you?

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Mon Apr 24, 2023 3:34 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Dny wrote:
MY MAN! you are a G Lin Kuei. The invisible muzzle anim coupled with a spawning debris animation does an amazing bullet storm line!
I can't quite get the same inaccuracy effect from that RA1 (i think) missile barrage but playing with the ROT CourseLockDuration and Acceleration is getting there. Does the speed of the Aircraft affect a homing missile accuracy?

I thought you wanted the bullets to land ahead of the aircraft? If it falls behind, then you're carpet bombing instead aren't you?


Well I used Lin Kuei's long muzzle animation debris spawning trick with a FLH=4000,0,-300 that when used with a dummy weapon with a ROT=0 forces the Aircraft to go on a strafe run and that spawns the debris in a straight line ahead.
Now since I liked the effect I added a ExtraFire.Primary

Code:

[WarthSplit4]
Damage=15 ;75 ;150
ROF=5
Range=20 ;16 ;7;6
Projectile=WarthogRun3 ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=ORCAAP
Report=IntruderAttack
Burst=2 ;2;1;2

[WarthogRun3]
Arm=1
Shadow=no
Proximity=yes
;Proximity=no
Ranged=no
AA=no
AG=yes
Image=MISLORCA;DRAGON
ROT=16 ;8 ;12 ;60; 100 ;was 60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
SubjectToBuildings=yes
AttachedSystem=DuraSmokeSys
CourseLockDuration=38 ;32
Acceleration=6


But I can't get it to sweet spot it so it barrages a small wide area.
too high ROT the missiles always hit the same cell, too low and some of them over shoot their target. Might just go with Arcing=yes for the missiles. I just really liked that A10 gif Lin Kuei posted lol

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Apr 24, 2023 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

With Arcing=yes you can also make it Inaccurate=yes.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Apr 26, 2023 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah thats what I ended up using. btw anybody use the Dive= tag from Kratos?

Code:

Dive=yes
Dive.Distance=25 ; the distance to start reducing the height
Dive.Speed=50 ; The amount of height adjustment each time
Dive.Delay=8 ; how many frames to adjust the height
Dive.FlightLevel=300 ; Height from the ground
Dive.PullUpAfterFire=no ; stop adjusting height immediately after firing the weapon


this doesn't have any effect does it need any extra tags?

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