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About SAM...
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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 16, 2011 6:48 am    Post subject:  About SAM...
Subject description: How to...
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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.

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sun Jan 16, 2011 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
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.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 16, 2011 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, maybe like a new missile system, so how?

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sun Jan 16, 2011 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
Yes, maybe like a new missile system, so how?

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.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 16, 2011 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it doesn't helps much

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Jan 16, 2011 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spawned rockets cannot hit air units. At least, last time I checked it wasn't.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 16, 2011 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

So... Maybe there is some another way to make something like this?

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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Sun Jan 16, 2011 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would say a normal weapons platform I guess.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 16, 2011 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like standart allied patriot you mean?

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FurryQueen
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PostPosted: Sun Jan 16, 2011 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty much, yes.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 16, 2011 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn... Ok

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jan 16, 2011 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Jan 16, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Untrue wrote:
andrewmarley wrote:
Yes, maybe like a new missile system, so how?

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

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 16, 2011 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Mon Jan 17, 2011 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok!I'll try

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jan 17, 2011 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't do anything special, you can still see the missile after its fired etc.

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andrewmarley
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Joined: 10 Oct 2010
Location: Russia

PostPosted: Mon Jan 17, 2011 8:59 am    Post subject: Reply with quote  Mark this post and the followings unread

oh...

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Mon Jan 17, 2011 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

oh...

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Sat Jun 04, 2011 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sat Jun 04, 2011 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

That doesn't work on buildings tho...

PS: Spawned A2A works BTW (with NP/Ares), in D-day aircraft carriers proved AA cover with their planes.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jun 04, 2011 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Sun Jun 05, 2011 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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andrewmarley
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Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jun 05, 2011 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not the problem Smile Just need to make a long animation in 3ds max

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Jun 05, 2011 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Grand Cannon recoil effect code applies only for voxels pretty sure.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Sun Jun 05, 2011 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

You could use the turret swap logic that is used on the prism tank.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jun 05, 2011 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

@Regulus
LEGO wrote:
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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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 05, 2011 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
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PostPosted: Sun Jun 05, 2011 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm using NPatch

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Jun 05, 2011 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

eh, I dont think NPatch has a SW.AutoFire= feature. You'll need Ares for this to work with SW.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 05, 2011 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

NP does have an auto fire feature, but I don't see how you could make it work using a superweapon!? o.0

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wardeathfun
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Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun Jun 05, 2011 4:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Cranium
Defense Minister


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PostPosted: Sun Jun 05, 2011 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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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patriot launch SW.gif



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 05, 2011 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 >.>

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jun 05, 2011 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Razz

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Jun 05, 2011 11:58 pm    Post subject: who is sam?? Reply with quote  Mark this post and the followings unread

nice work, like it

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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Mon Jun 06, 2011 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Jun 06, 2011 8:07 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Mon Jun 06, 2011 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread


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LEGO
Vehicle Driver


Joined: 30 Oct 2008

PostPosted: Mon Jun 06, 2011 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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