Posted: Fri Dec 17, 2010 10:51 pm Post subject:
Is it possible to make an AC-130?
Would it be possible to make an AC-130? I have the voxel and everything and i just want to knmow if its possible for it to be buildable or like a targeting airstrike. QUICK_EDIT
However, there's no logic currently to allow a plane to circle its' target. Meaning, the AC-130 would fly directly over the target to attack, like the Harrier does. I do suppose however, that this could be done in Ares if they decide to implement this logic.. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
Ares does in fact have spy plane Super weapon which can be turned into an air strike super weapon.
I already have one in my mod. Anyways as for it circling its target, give it omni fire, give it a very low rate of turn, a large amount of ammo, add burst on weapon code and very fast ROF, and also a minimum range of at least 6 and max range of 10.
That in theory will spawn an ac-130 which flies to the target and fires at the target cell until all ammo is expanded or the ac-130 is show down. Due to it specific range requirements and low rate of turn the ac-130 will be forced into a tight circle around its target, thanks to the burst and high rof on weapon code the plane will constantly be shooting therfore never ignoring the minimum range requirement, and will also shoot out its side do to omnifire just like the real battle fortress...
So yeah this is very possible with ares.
If you, "or anyone else" needs help implementing this on ares, just ask me and I'll try and find some time and help you out, or even make an airstrike SW tutorial for ares if there is enough demand.
Good luck! _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Ares does in fact have spy plane Super weapon which can be turned into an air strike super weapon.
I already have one in my mod. Anyways as for it circling its target, give it omni fire, give it a very low rate of turn, a large amount of ammo, add burst on weapon code and very fast ROF, and also a minimum range of at least 6 and max range of 10.
That in theory will spawn an ac-130 which flies to the target and fires at the target cell until all ammo is expanded or the ac-130 is show down. Due to it specific range requirements and low rate of turn the ac-130 will be forced into a tight circle around its target, thanks to the burst and high rof on weapon code the plane will constantly be shooting therfore never ignoring the minimum range requirement, and will also shoot out its side do to omnifire just like the real battle fortress...
So yeah this is very possible with ares.
If you, "or anyone else" needs help implementing this on ares, just ask me and I'll try and find some time and help you out, or even make an airstrike SW tutorial for ares if there is enough demand.
Good luck!
I stand corrected. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
I'll give you the basics that you need and even offer support but I will not do all your work for you.
Here's the basic's to how ares allows an aircraft strike:
[SuperWeaponTypes]
XX=AIRSTRIKESPECIAL
[AIRSTRIKESPECIAL]
UIName=NOSTR:Apache Airstrike ; Name your SW
Name=Apache Airstrike
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=8
Type=SpyPlane
Action=Custom
ShowTimer=yes
DisableableFromShell=yes
FlashSidebarTabFrames=120
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.ShowCameo=yes
SidebarImage=AIRSTRIKEICON ; Make a New SW icon here.
SW.FireIntoShroud=no
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.AITargeting=None
SpyPlane.Type=APACHESTRIKER ; Add your new AC-130 here.
SpyPlane.Count=7 ; How many you want to have show up.
SpyPlane.Mission=Attack
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12
SW.Sound=AircraftCarrierAttackCommand ; Use whatever sound you want.
[AircraftTypes]
XX=APACHESTRIKER ; Add your ac-130 to this list.
[APACHESTRIKER]
ROT=9 ; You want a very low number here so it has to take a long turn, experimenting will be necesssary.
Ammo=4 ; Set ammo high depending how you want it.
Cost=200
Name=---- APACHESTRIKER
Armor=light
FlyBy=true
Image=APACHESTRIKER ; Image for you ac-130
Owner=Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance,YuriCountry,AISOVIETCountry,AIYURICountry,AIALLIEDCountry
Sight=8
Speed=14 ; May also need to be adjusted to get turning just right.
Crewed=yes
Points=20
UIName=NOSTR:Airstrike Apache ; Name of your AC-130
Fighter=yes
Primary=AIAPACHarpy3
Spawned=yes
Category=AirPower
Landable=yes
PipScale=Ammo
Strength=200
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MaxDebris=3
MoveSound=SeigeChopperMoveLoop
TechLevel=35
Trainable=no
GuardRange=35
PitchAngle=0
PitchSpeed=1.1
ThreatPosed=20
VoiceAttack=SeigeChopperAttackLand
VoiceSelect=SeigeChopperSelect
AirportBound=no
CanRetaliate=yes
MoveToShroud=yes
MovementZone=Fly
Prerequisite=none
CrashingSound=BlackOpsDie
VoiceCrashing=BlackOpsVoiceDie
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
RadarInvisible=no
CanPassiveAquire=yes
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
PreventAttackMove=no
ConsideredAircraft=yes
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=no
AllowedToStartInMultiplayer=no
DefdaultToGuardArea=yes
Remember on your weapon code you want to add a few specific things:
Omnifire
Burst At least over 3
A ROF of 5 or less
You will need specific minimum and maximum range
You should be able to do this all by yourself. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
SW.AffectsHouse and SW.AffectsTarget aren't used by the SpyPlane SW so they have no effect. Who is gonna write such a long SW.RequiresTarget value? Just set it to "all"
SW.AITargeting=GeneticMutator should also work if you want to target groups of infantry. _________________ QUICK_EDIT
Comps can't use Custom Sw's till ARES 0.2, which is why I didn't bother setting aitargeting.
Action=Custom should work....
I wasn't aware that SW.AffectsHouse and SW.AffectsTarget aren't used by the SpyPlane SW.... Doesn't hurt for them to be there though.
And even if you change aitargeting to geneticmutator, it will still only target the cell you clicked.
Therefore I wish ARES would get an attack mission instead of a target single cell, so either use a carpet bombing plane or just accept its a pinpoint cell attack mission. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
If you set SpyPlane.Mission=Guard the aircraft will hunt for new targets after it destroys any object in the cell you activate the SW on.
i.e. if you click on a empty cell it will just fire at that point, if you click on a unit/building it will look for new targets after it's has destroyed the one occupying the cell you clicked (often it will go after harvesters first!). _________________
Comps can't use Custom Sw's till ARES 0.2, which is why I didn't bother setting aitargeting.
[...]
I wasn't aware that SW.AffectsHouse and SW.AffectsTarget aren't used by the SpyPlane SW.... Doesn't hurt for them to be there though.
And even if you change aitargeting to geneticmutator, it will still only target the cell you clicked.
What should SW.Affects* do on a spy plane? Almost all SW.* tags are Ares 0.2 only. SW.AITargeting will of course not affect human players; the AI will target a large group of infantry instead of, for example, the tech center. Depends on the type of weapon you give the aircraft.
EricAnimeFreak wrote:
Therefore I wish ARES would get an attack mission instead of a target single cell, so either use a carpet bombing plane or just accept its a pinpoint cell attack mission.
The game does not target units, but the underlying cells instead. That's how super weapons work in YR. Of course this can be changed, but certainly not for 0.2. _________________ QUICK_EDIT
If you set SpyPlane.Mission=Guard the aircraft will hunt for new targets after it destroys any object in the cell you activate the SW on.
i.e. if you click on a empty cell it will just fire at that point, if you click on a unit/building it will look for new targets after it's has destroyed the one occupying the cell you clicked (often it will go after harvesters first!).
Huh? You sure about that? When I tested all the
SpyPlane.Mission= "input variations here"
it did the same thing no matter what and always attacked only the cell I targeted regardless if there was an enemy unit or building where I clicked, and I never was able to get it to pick up new targets.....
Test it and see for yourself.
AlexB wrote:
What should SW.Affects* do on a spy plane? Almost all SW.* tags are Ares 0.2 only. SW.AITargeting will of course not affect human players; the AI will target a large group of infantry instead of, for example, the tech center. Depends on the type of weapon you give the aircraft.
Duh, that's obvious. "I just left it like that do to the fact AI can't even use SW's yet, so I was being lazy and copying straight from my mod. As for leaving in SW.Affects, I did all my modding from basically reading the Ares manual so I didn't know that tag had no effect, and as a result I didn't think it would hurt to be on the cautious side.
AlexB wrote:
The game does not target units, but the underlying cells instead. That's how super weapons work in YR. Of course this can be changed, but certainly not for 0.2.
Well yeah that makes perfect sense and I never argued otherwise. What you misunderstood is I wish they'd fix SpyPlane.Mission= so that when SW is targeted the spawned units actually follow the damn mission their assigned instead of just ignoring it and repeatedly only attacking a single cell.... Spawned planes with guard or attack mission only target the single cell you clicked from SW activation regardless of mission or whether their was an enemy there beforehand.... _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Darn, I really want to know how you got it to work.... I changed mine to Guard for the mission and they still didn't pick up new targets, and changing the Action=Custom to AttackSupport didn't help either.
What is causing mine not to work right....?
Argh frustration.... _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Hmmm, I'm using Ares 0.1 P1, to my knowledge 0.2 has not yet been released. Hopefully it will be released soon, as I can't wait for 0.2's fixes and new features. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
@EricAnimeFreak, I think Mig is refering to the Manuals not Ares itself. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
OK ok who here has the right ini codes, you guys got me all confused...
My codes work, I too would still like to know how he manged to make his spawned planes acquire their own targets!!!! May be he should post some of his miraculous code!?
Mig Eater wrote:
i.e. if you click on a empty cell it will just fire at that point, if you click on a unit/building it will look for new targets after it's has destroyed the one occupying the cell you clicked (often it will go after harvesters first!).
I've got about 10 airstrike SW in my mod that do that so I think I can say I've tested it.
I almost want proof on this, since I can't seem to get this too work at all for me.
I'd really like to know how "you did it" your codes are different from mine that allow your SW airstrikes to acquire their own targets.
Mig Eater wrote:
I'm using v1.0 & I presume you are using v2.0? Maybe that could be it.
What does Manual Version have to do with anything? I have both, but use the 0.2 manual. I can guess that our codes are a little bit different, but how is yours exactly different that your able to get such effects I can't seem to replicate? _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
this--> CanPassiveAquire=yes ;-->Specifies that this object may acquire targets (within range) and attack them automatically.
Will probably require some extra ammo but not sure. I'm guessing that after the initial unit/building has been destroyed, if any ammo remains it should aquire other targets in area. Again I'm just assuming.
I'd like to say it sounds logical, but WW didnt understand the meaning of that word. So I dont know. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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