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Weapon damaging a wide area TS (maybe RA2)
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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Nov 09, 2012 6:27 am    Post subject:  Weapon damaging a wide area TS (maybe RA2)
Subject description: an alternative to LKO's brilliant solution
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Creating a weapon that damages an area is tricky. LKO found a great solution by using the web from the Cyborg Reaper, mine is less tricky but also less brilliant but with a similar result.

For this we rely on the Cyborg Reaper rockets the QuadLauncher with its Airburstweapon the DualRockets. What we need is the following:

An aircraft for a nice bomber but any kind of unit can do. Aircraft need a high range to not shoot themselves down. This is also AFAIK the only way how an aircraft can kill another aircraft by using the Cyborg Reaper weapon and fire near the flying aircraft. With some luck one of the missiles retargets on the enemy aircraft. anyway back to topic we need:

[ORCA]
Name=Orca Fighter
Prerequisite=GAHPAD
Primary=QuadLauncher2
Strength=200
Category=AirPower
Armor=light
TechLevel=5
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=no
Dock=GAHPAD,NAHPAD
PipScale=Ammo
Speed=20
PitchSpeed=.16
Owner=GDI
Cost=1000
Points=20
ROT=5
Ammo=5
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=ORCAUP1 ;Taking off
AuxSound2=ORCADWN1 ;Landing

[QuadLauncher2]
Damage=0
ROF=180 ;was 80
Range=9
ProjectileRange=4
MinimumRange=2 ; was 2
Projectile=DualCluster2
Speed=25 ; was 10
Warhead=SA
Report=SAMSHOT1
Burst=2

[DualCluster2]
High=no
VeryHigh=no
;Shadow=no
Proximity=no
Cluster=5 ; number of small missiles to launch
Ranged=yes
Range=3
AA=yes
Image=DRAGON
ROT=4
Color=DarkGreen
Splits=yes
AirburstWeapon=DualRockets2
IgnoresFirestorm=yes
RetargetAccuracy=35% ; when 100% all missiles with perfect accuracy

[DualRockets2]
Damage=5 ;was 4
ROF=180 ;was 80
Range=6
Projectile=AAHeatSeeker3
Speed=15
Warhead=AP
Burst=2
Report=RKETINF1

[AAHeatSeeker3]
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=8
Cluster=5

With this you will have something somewhat similar to clusterbombs when building an Orca. Of course ridiculously overpowered, tweak the code to what you like Very Happy Build 20 Orcas and see the wicked effect.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 09, 2012 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

That's basically how the MLRS walker in TI works. See Test 4
Except that you add an additional cluster effect on the final stage.
So you launch 5 inaccurate missiles which do each 5 explosions. It's like a simultaneous 5 times fired cluster missile. Wink

Might even look better if you make the final stage actually use the cluster missile Airburst logic.

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

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OrangeNero
Commander


Joined: 11 Jan 2012

PostPosted: Fri Nov 09, 2012 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
That's basically how the MLRS walker in TI works. See Test 4


I am really jealous at your firing pattern. This perfect square and perfect spread. My missiles lock on target cell and random units nearly, the clusters blow up somewhere near.

Quote:
Except that you add an additional cluster effect on the final stage.
This one can be left out, then the missiles are very accurately attacking enemy units. if you want explosions all over the place its quite a must or:

Quote:
So you launch 5 inaccurate missiles which do each 5 explosions. It's like a simultaneous 5 times fired cluster missile. Wink


I am not familiar with how the cluster missile works out yet. Why it blows up above and how it sends out the clusters so I didn't touch it yet. Would be worth trying it out the results could indeed look better or be used for variation of the clusterbombs.

Quote:
Might even look better if you make the final stage actually use the cluster missile Airburst logic.


You mean instead of the cluster a second airburst? Hm could I maybe set unlimited amounts of airburstweapons?

By the way thanks to this Airburst it is possible for units with missiles to have simulate a high Burst without that 4 Burstdelay limit, to some extent. I was fancying around with the idea to do something with the stealth tank and this to get something similar to the Tiberium Wars one. 100& retarget accuracy would be in order.

Thanks for the responses Smile

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Nov 09, 2012 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
Quote:
That's basically how the MLRS walker in TI works. See Test 4


I am really jealous at your firing pattern. This perfect square and perfect spread. My missiles lock on target cell and random units nearly, the clusters blow up somewhere near.

In this test, the mlrs fires 100 missiles with 25% retargetaccuracy, so they cover all the possible random adjacent cells.
Theoretically Cluster=49 (for the hardcoded 7x7 area in which they randomly choose a cell) with 1% retargetaccuracy should cover the whole area too. Though there will be surely sometimes 2 missiles hit the same cell too.

If you have only Cluster=yes, then the explosions will appear instantly and randomly on a theoretical circle with radius=2cells around the center cell.


OrangeNero wrote:
Quote:
So you launch 5 inaccurate missiles which do each 5 explosions. It's like a simultaneous 5 times fired cluster missile. Wink


I am not familiar with how the cluster missile works out yet. Why it blows up above and how it sends out the clusters so I didn't touch it yet. Would be worth trying it out the results could indeed look better or be used for variation of the clusterbombs.

Airburst=yes makes the missile fly over and explode above the unit in midair.
Beware: if no AirburstWeapon is specified, the game will crash.

Splits=yes -> reaper logic
Airburst=yes -> cluster missile logic
both use AirburstWeapon to define the next stage.

OrangeNero wrote:
Quote:
Might even look better if you make the final stage actually use the cluster missile Airburst logic.


You mean instead of the cluster a second airburst? Hm could I maybe set unlimited amounts of airburstweapons?

yes, AAHeatSeeker3 with a cluster missile airburst logic.

As long as you add the airburstweapons to dummy units, you can combine as many as you wish.
That's basically how Test 9 works. It fires an AirburstWeapon which fires an AirburstWeapon that again fires an AirburstWeapon and this 5 times.

OrangeNero wrote:
By the way thanks to this Airburst it is possible for units with missiles to have simulate a high Burst without that 4 Burstdelay limit, to some extent. I was fancying around with the idea to do something with the stealth tank and this to get something similar to the Tiberium Wars one. 100& retarget accuracy would be in order.

Yes, TI uses this, so the elite stealth tank can deliver much quicker all the missiles. It then fires 2 bursts with 3 missiles each.
This is especially useful for aircraft as they are hardcoded to fire max 2 bursts when shuffle and 5 bursts in an overrun attack.
DTA for example has the elite Orca fire 2 bursts with 2 missiles each, so it doubles the amount of missiles compared to the normal Orca.

_________________
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

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