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Splits=yes weapons
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Roflmao
Civilian


Joined: 30 Jul 2006

PostPosted: Wed Jan 30, 2008 5:40 am    Post subject:  Attempt at multiweapon(burst/split/cluster) Reply with quote  Mark this post and the followings unread

The inspiration came from the spider cyborg that has a two stage rocket attack from FS. I modded the ORCATRAN into a missile cruiser attempting to utilize the spider cyborg's QUADLAUNCHER-->DUALCLUSTER-->DUALROCKETS. In effect, it fires a max burst of two, but these two missiles in turn split, and end up becoming four. The problem I'm experiencing is range. If I try to change the range to be longer in any of the three aforementioned the game simply crashes when I try to attack something with the missile cruiser. It does work when using the aforementioned verbatim, even if changed with your own wording but using the same stats except projectile=ORCAAP instead of SA for the QUADLAUNCHER, because an aerial target firing a samshot would be ridiculous. Also, has anyone has any success modding a multiweapon platform playing around with burst/splits=yes/cluster? Thanks.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Jan 30, 2008 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I have made an electro based weapons which has multiple clusters and splits. The Reaper is hard coded in some of its weapon I believe, this may affect modded or custom made splitting weapons. I'm guessing your aware that the weapons you use as the splitted rockets must have thier weapons listed on a spare unit, an example is the Multi Missiles rockets are unused by any unit ingame but need to be listed as a spare units Primary= ( [WEEDGUY] Primary ).

It could be possible an air unit has difficulties when it comes to splitting weapons, I'm not sure. It could be quite interesting making a bomber drop cluster bombs and stuff however. All i can say is double check the ideas and your work done on the splitting weapons and expiriment with it on other units.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 30, 2008 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

split weapons do work on air units. However they sometimes hit the firing unit itself, if their RetargetAccuracy is lower than 100%.
But none the less a cool effect if an orca fires with one volley 6 small missiles on a wide area (done if first stage has range=0)

Cluster Bombs for the OrcaB are possible too, but should be made using art.ini debris logic, since the dropping bomb logic could have problems working together with the airburst/cluster logic, because the bombs can't travel over the target.
(or you change the bomb into an invisible homing missile with range=1 that uses the airburst logic; then it could look like the bomber is dropping multiple bombs at once)

The main important thing is you give a dummy unit the second stage weapons. Then you can even have 6 stage projectiles. (tested)
However for a single 6-stage weapon you need 2 dummy units. ([DUMMY1]Primary=stage2;Secondary=stage3;Elite=stage4[DUMMY2]Primary=stage5;Secondary=stage6
stage1 is fired from the real unit)

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