Joined: 19 Aug 2009 Location: Moscow State University
Posted: Fri Jun 14, 2013 5:09 pm Post subject:
Anyway to create a dive bomber?
aircraft cannot use turret as I tested.
I have a trick for it,looks just bad,as it will not pull up after attacking.
trick level:demonstration only, you cannot use in a public mod because you need to command dummy units to get it working. The command is part of the trick too.
Oh, sweet Jesus, that looks intimidating. That'd go really well with a low-altitude fighter, like an A-10 (though I doubt they have that grade of ordinance). Would love to see that code if you'd be at ease with sharing QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sat Jun 15, 2013 4:12 am Post subject:
so that's the trick. LOL
set your dmisl and cmisl the same parameters that will cause the missile not hitting the ground
create dmisl and cmisl laiunchers
drop them into your battle fortress
give one of the missiles a weapon and a 1 pixel vxl
Joined: 07 Apr 2013 Location: Hecthor Doomhammer Streaming Service HQ
Posted: Sat Jun 15, 2013 11:26 am Post subject:
Although I haven't been a part of these forums for that long, I do hear from others that this is really what you are known for. Funny stuff like this.
If you could get it to work, I'm pretty sure plenty of modders would love to get their hands on it. _________________ Follow my Twitch channel for streams of RTS games and C&C mods QUICK_EDIT
kenosis, tell me how did you get this idea?
Did you dream it or it just suddenly came to your mind? or either you tried to create it long time until you succeeded? (my ideas just suddenly came)
Well, this is very unique! _________________
That looks amazing. I can mostly follow Kenosis' explanations, but it didn't appear as if he was able to get the plane to fly back up after the dive bombing.
How did you get it to work? _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Tue Jul 23, 2013 5:01 pm Post subject:
delete the MissileSpawn=yes in V3ROCKET so the rocket will behave half like missile half like hornet.It can fire multiple times but will not disappear when firing, will not fly back if you press stop but V3 will not reload if they are not killed.
I was talking about the dive bomber Death Saint posted a picture of (you and Aro posted while I was typing), but those V3s are pretty trippy as well. Is there an actual usage case for those? Can they attack or otherwise deal damage? _________________ New name: Sir Prize. I've switched to a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Tue Jul 23, 2013 5:50 pm Post subject:
So, after adjusting by trial and error, conclusion:
It must not be LazyCurve.
If you set a negative turn rate, missiles will begin to circle when they reach V3RocketAltitude . No matter where you target it.
TurnRate=-0.000001,HUUUUUUGE circle.
TurnRate=-0.8, tiny circle.
That is the way to set a proper turn rate.
V3RocketAltitude is smaller, then the circle will be smaller too.
V3RocketAltitude decides how far it will fly before beginning to circle. Higher-Further.
Other factors affecting distance before circling are V3RocketPitchFinal and
V3RocketRaiseRate.
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Tue Jul 23, 2013 6:14 pm Post subject:
V3RocketPauseFrames=1 ; How many frames the rocket pauses on the launcher before tilting
V3RocketTiltFrames=5 ; How many frames it takes for the V3 rocket to tilt to firing position
V3RocketPitchInitial=0; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V3RocketPitchFinal=0.1 ; Ending pitch of the rocket after tilting up; now it fires
V3RocketTurnRate=-0.03 ; Pitch maneuverability of rocket in air. Adjust by trial and error.
V3RocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
V3RocketAcceleration=5 ; This much is added to the rocket's velocity each frame during launch
V3RocketAltitude=1100 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketBodyLength=128 ; The body of the rocket is this many leptons long
V3RocketLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no.
V3RocketType=V3ROCKET
[V3ROCKET]
UIName=Name:V3ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Image=BEAG
Primary=120mmxE
Secondary=120mmxE
Category=AirPower
Armor=special_2
Spawned=yes
;MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Speed=15
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Selectable=no
Trainable=no
DontScore=yes
[120mmxE2]
Damage=100
ROF=80
Range=5
Projectile=Cannon
Speed=40
Warhead=ApocAPE
Report=ApocalypseAttackGround
Anim=VTMUZZLE
Burst=4
CellRangefinding=yes
Bright=yes
[BlimpBombP]
Image=ZBOMB
Arm=10
Shadow=no
Acceleration=1
Vertical=yes ;can't turn or do much of anything. Just stays on the vector of its initial shooting (up or down)
DetonationAltitude=0
AirburstWeapon=Maverick
Airburst=yes
Cluster=1 _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
I noticed that too. When you type ztype it changes to ztype, but when you type ztyping, then it does not change.
And yes, some people have immunity to word scrambling, maybe because they are too awesome for system to handle them, who knows.
kenosis, man that bridge bombarding is awesome!
You must post codes for that, I would like to use plasma strike for aliens. _________________
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Wed Jul 24, 2013 11:28 am Post subject:
no way LOL
they will not attack the point you order them to attack but still too ztyping (←←←←←)random.
The weapon is modified blimp bomb.
The fly parameters are erased.Use the few conclusion rules to make your own. To get a bigger circle, the turn rate should be closer to zero.
How can you make it a superweapon? It is a v3rocket, launched from a v3.
I am not sure if missiles with no MissileSpawn=yes can be used in SW. Besides, you can copy my parameter sample and try if you can really control them. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? Last edited by kenosis on Wed Jul 24, 2013 11:31 am; edited 3 times in total QUICK_EDIT
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!! OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Mon Aug 05, 2013 5:35 pm Post subject:
I was just linked to this thread by Volgin. This thread is legendary, you are legendary.
I do have a question though...What happens when the "dive bomber" uses its ammo? Will it leave the map? _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
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