Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 4:19 pm
All times are UTC + 0
Aircraft and Airburst weapons?
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Mar 26, 2009 8:37 pm    Post subject:  Aircraft and Airburst weapons? Reply with quote  Mark this post and the followings unread

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

;Second stage of rocket effect
[DualRockets]
Damage=1 ;was 4
ROF=1  ;was 80
Range=4
Projectile=ClusterEffect
Speed=100
Warhead=CLUSTERWH

[ClusterEffect]
Arm=2
High=yes
Shadow=no
Proximity=yes
AA=no
Ranged=yes
Image=120MM
ROT=8
Inaccurate=yes

;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 Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 26, 2009 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Thu Mar 26, 2009 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri Mar 27, 2009 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________


Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Mar 27, 2009 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if TypeImmune will work with clusters...there's always Surpress, but which, unfortunatelly, doesn't work at all -_______-

_________________


Back to top
View user's profile Send private message
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Mar 27, 2009 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Mar 27, 2009 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

_________________


Back to top
View user's profile Send private message
Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Mar 27, 2009 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

[ClusterEffect]
ROT=8

Woah, that's _very_ bouncy. Don't count me on that, though. Might be wrong.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Skype Account
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Fri Mar 27, 2009 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 27, 2009 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Mar 28, 2009 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
I'm not sure if TypeImmune will work with clusters...there's always Surpress, but which, unfortunatelly, doesn't work at all -_______-

In TS TypeImmune worked if you enabled it for Reapers Wink

Back to top
View user's profile Send private message Send e-mail Skype Account
dont.shoot
Vehicle Driver


Joined: 22 Feb 2009

PostPosted: Sat Mar 28, 2009 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1656s ][ Queries: 11 (0.0097s) ][ Debug on ]