Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Mar 26, 2009 8:37 pm Post subject:
Aircraft and Airburst weapons?
I have been experimenting with a cluster-bomb weapon for a little TS project.
This weapon worked fairly well during basic testing, but when I took 8 of my aircraft on a strike of an enemy base, some of the cluster munitions hit the planes, and I ended up losing 1 plane and many others taking nasty damage.
Is there any way to prevent this? I have posted the code below. (if it isn't obvious, I did also try Reaper logic)
Code:
;Rocket barrage
[Maverick]
Damage=0
ROF=3 ;this and ROT=1 seem to create the desired MiG strafing effect...
Range=7
Projectile=ClusterBombProj
Speed=25 ; was 10
Warhead=SA
Report=HOVRMIS1
;Cluster Effect for Missiles
[ClusterBombProj]
AA=no
Cluster=5 ; number of small missiles to launch
Ranged=yes
Image=DRAGON
ROT=1
AirburstWeapon=DualRockets
Airburst=yes
IgnoresFirestorm=yes
_________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
the reaper logic won't help too, because it also hits friendly units as soon as you use RetargetAccuracy=99% or smaller. And you need a low value on RetargetAccuracy so the missiles do a cluster attack and don't hit all the target. (i tested this on aircraft too and came to the result that sometimes the missiles simply turned back and hit the aircraft which fired them)
Since you tested already the airburst logic and which afaik doesn't has any further adjustment possibilities, i doubt that those 2 logics can be used for a cluster bomb without friendly fire. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Mar 26, 2009 11:05 pm Post subject:
I don't care about friendlies, but I do care about them blasting aircraft out of the sky. (sorta non-sensical)
Oh well. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I'm fairly sure there is a tag which makes units of the same house and same weapon not damage each other, like type immune or something. May not work for second stage missile / bomb. _________________ QUICK_EDIT
I'm not sure if TypeImmune will work with clusters...there's always Surpress, but which, unfortunatelly, doesn't work at all -_______- _________________
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Mar 27, 2009 5:01 pm Post subject:
I remembered that just adding Cluster=XX adds a cluster bomb effect to a weapon.
It doesn't look nearly as cool as a multi-stage projectile would, but it will suffice. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
I remembered that just adding Cluster=XX adds a cluster bomb effect to a weapon.
It doesn't look nearly as cool as a multi-stage projectile would, but it will suffice.
That flag will randomly detonate the same warhead in multiple cells around the target. The explosions will magically appear from nowhere, even if the projectile was nowhere near. _________________
Woah, that's _very_ bouncy. Don't count me on that, though. Might be wrong. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Mar 27, 2009 7:23 pm Post subject:
Crimsonum wrote:
EVA-251 wrote:
I remembered that just adding Cluster=XX adds a cluster bomb effect to a weapon.
It doesn't look nearly as cool as a multi-stage projectile would, but it will suffice.
That flag will randomly detonate the same warhead in multiple cells around the target. The explosions will magically appear from nowhere, even if the projectile was nowhere near.
Yeah...I knew this for some time, however, I didn't use it for the reason that wasn't how the weapon was supposed to behave.
The air unit would do an RA1 MiG like strafe of the target, with each missile splitting into a bunch of smaller guided bomblets. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
if you can abandon on the unit gaining veterancy, you can try the art.ini debris logic.
Give the unit a long lasting invisible firing anim (5-10 frames). Then let the firing anim spawn at every frame several debris which fly randomly by default in all directions and let the debris do the damage.
But i'm not sure if the debris wouldn't hit other friendly aircraft too, especially since a group of aircraft always tends to fly very close together (due to no collision detection on them). _________________ SHP Artist of Twisted Insurrection: Nod buildings
I also did something like that some time ago. TypeImmune=yes does prevent damage form friendly fire, but it will not stop the clusters from targeting other aircrafts, AA=no doesnt either.
i tried many thing, but in all cases, the planes ended up shooting themselves at some point. looks pretty bad but has no real impact on the gameplay - its for you to decide. im still using this unit as tankhunter or to attack groups of enemy units.
you should, however, use the bomb drop logic, cluster missiles look *really* bad on airplanes QUICK_EDIT
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