Posted: Sun Jan 16, 2011 6:48 am Post subject:
About SAM...
Subject description: How to...
So,I want to add to a game some new stationary sam weapons like S-75 Dvina (SA-2):
And I want to ask you how to make it works like in real? I mean missile fires from weapon, and weapon after that standing without it, like V3 launcher or dreadnaught, all my tries to realise it in code was in vain. _________________ QUICK_EDIT
I mean missile fires from weapon, and weapon after that standing without it, like V3 launcher or dreadnaught, all my tries to realise it in code was in vain.
You mean like a new missile system? Because that one is similar to the functionalities of the missile system. _________________ Ponies are not awesome. Kill all bronies with fire. QUICK_EDIT
Well Ares does allow Air-2-Air combat, but I havent tried doing it with spawned aircraft. It may be possible, but more than likely the missile spawn logic wont allow such a task. You'll just have to fool around with it and see what you come up with. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I haven't heard any workarounds on the original game. You can only use custom missile systems in NPatch and in the near future, Ares.
you dont know that. its not even confirmed. It may not even be added.
It would be nice if there was a possible to have custom missiles in Ares. I would switch from NP to Ares if it had custom missiles.
andrewmarley: in mig eaters mod DDay, he have added SAM structures. Ask him how they work and how he did it _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
You could probably play around with an SHP turret with some fairly drawn out firing animations and a standard SAM missile.
Done right, the missile would appear to be launched by the building and the building would appear to be empty for a while.
But this is all conjecture here, you'd have to experiment yourself or ask someone who's managed it themselves. QUICK_EDIT
Hey i'm not intent to dig something but...
please have a look at the vanila Prism Tank and it's "turret-changing" system, it uses several turrets to show different turret image with cover closed or open, pre or post fire.
It can be the very same for SAM launcher. QUICK_EDIT
But if I use shp turret, can I make a turret fire anim (some frames for each direction) - for example first frame contains missile in fire position, and other frames contains empty launcher or contains some kind of "reloading" anim? _________________ QUICK_EDIT
Oh it's not working on buildings? thx Miggy for correct.
Then how about Grand Cannon recoil effect? Can we make the Recoil movement large enough to hide the Missile?
shp turret should be fine, but one problem would be you have to insert enough frames to make the "fire anim" same long as the ROF. QUICK_EDIT
You could use the turret swap logic that is used on the prism tank. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Hey i'm not intent to dig something but...
please have a look at the vanila Prism Tank and it's "turret-changing" system, it uses several turrets to show different turret image with cover closed or open, pre or post fire.
It can be the very same for SAM launcher.
Mig Eater wrote:
That doesn't work on buildings tho...
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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
If your using Ares, this is quite doable. Just use the SuperAnim= logic. Make it a buildable SW with SW.AutoFire=yes, No SidebarImage=, ShowTimer=no, DisableableFromShell=no, and a fast recharge time. Theres more to it than this, just giving a picture of what to do. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
eh, I dont think NPatch has a SW.AutoFire= feature. You'll need Ares for this to work with SW. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sun Jun 05, 2011 4:35 pm Post subject:
If I were to guess, maybe it would have special AI targetting stuff... But I do not see how a Superweapon could fire upon aerial objects.
As for Npatch... It does have custom missiles put in, just very biggy so much it did not even meet VK's standards to mention in his Docs... So beats me wtf they are. (though if VK of all people did not like it... then I suppose thats warning enough xD) QUICK_EDIT
I coded this in (Patriot Launch.gif below) but havent really checked to see whether it can solely attack aircraft or not. Looking at the Documentation for ares, it looks like it can acquire all targets but aircraft. Though I havent tried it out with AA=yes on the projectile yet. With a little modification, I think this just might work. But, yeah, this was my idea about using a SW for it.
patriot launch SW.gif
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The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Even if it can be made to only target aircraft, Ares hasn't added a min/max range to superweapons (yet) so it could fire at enemy planes as soon as they take off from the other side of the map!
Making a shp turret with a long firing anim is the best way to go IMO. A superweapon is a pointlessly over complicated way of doing it, the work needed to make the anim for the SW is just as much as for a turret but with out all the coding hassle >.> _________________
yeah, your right Mig. After going threw the whole nine yards on this using a SW, It failed. It didnt fail miserably, but failed just enough to not warrant it. Though during my testing I did find out some very unique things _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Posted: Sun Jun 05, 2011 11:58 pm Post subject:
who is sam??
nice work, like it _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Just curious:
As Miggy said, spawned aircraft can attack air. To make it into a SAM, just make it suicide attack, and give it a Trailer anim that demage itself constantly, to make sure if its target disappare before hit, the missile would not come back and land.
However the problem is, as we know Spawner unit can have a NoSpawnAlt image, but can not have turret at the same time. So it doesn't work for SA-2, which needs to point the missile to target.
Then what if a NoSpawnAlt for some vertical launch missile (no turret) like Russian S-300? QUICK_EDIT
If I'm not mistaken I do believe limbo launching suicide planes that are spawned, do not respawn, as their not considered dead by game engine, as a result it would only be able to fire once.
A solution might be as LEGO said, which would involve using art damaging code, so trailer kills it after a period of time "sorta like running out of fuel", is shot down, or when it fires a missile with same art as plane with a art animation that destroys the plane on it's firing. Then adjust plane to look like a missile and act like a missile using various speed and rot tags.
Of course this solution rejects a turret design and requires vertical launch. _________________ Grab my Map Logic Expansion Pack 5.2 here!
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Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 06, 2011 8:10 am Post subject:
Quote:
Attempting to create a Kamikaze plane based on LimboLaunch=yes in RA2 will result in having the engine count the airplane as if it still existed, even when it has been limboed, thus a dot will be seen on the radar map on the location it detonated, although it is not really there. And Suicide=yes on an aircraft-fired weapon results in an IE.
http://modenc.renegadeprojects.com/Adding_A_Kamikaze_Airstrike_To_RA2/YR#Without_RockPatch _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Just share an off topic(tho still related) tip:
Another method to prevent spawned aircraft "missiles" come back and land, is to make the launcher to be a cloak unit/building, which discloes itself when launching, recloak when lost target--and when the launcher recloak, spawned aircrafts down.
I'm using such a mechanism to allow something like EA6B electronic warfare plane to "Jam" missiles (directly shoot them down or use EMP logic to disable the launcher). And the feature that the SAM launchers only appare when firing, make the "Wild Weasel" (Suppression of Enemy Air Defenses) more interesting. QUICK_EDIT
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