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Fen Comes With Questions...
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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Jul 07, 2013 7:29 pm    Post subject:  Fen Comes With Questions... Reply with quote  Mark this post and the followings unread

OMFG. I know, right? Me asking questions, but since I've had no luck so far in a couple of things. I'd pose a question to you gents out there in the Land of Bits And Bytes for some assistance.

First question. How do I fix my planes so that they do not perform a stupid aerial ballet before firing their missiles? Sometimes they speed on target, fire and return to their pads. Other times, they fly around in circles like idiots while getting shot down. Am I missing something important or what?

Code:
[RAPTOR]
UIName=Name:RAPTOR
Name=Raptor
Prerequisite=GAAFLD
Primary=RaptorMaverick
ElitePrimary=RaptorMaverickE
CanPassiveAquire=no
CanRetaliate=no
Strength=125
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAFLD,NAAFLD
PipScale=Ammo
Speed=22
PitchSpeed=1.1
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=1200
Points=55
ROT=9
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=RaptorSelect
VoiceMove=RaptorMove
VoiceAttack=RaptorAttackCommand
VoiceCrashing=RaptorVoiceDie
MoveSound=RaptorMoveLoop
CrashingSound=RaptorDie
ImpactLandSound=RaptorCrash
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=90
DamageParticleSystems=SparkSys,LightGraySmokeSys
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,FIREPOWER,ROF
Fighter=yes
FlyBy=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
Parasiteable=no

[STLF]
UIName=Name:STLF
Name=Stealth Fighter
Prerequisite=GAAFLD,GATECH
Primary=StealthFighterMaverick
ElitePrimary=StealthFighterMaverickE
CanPassiveAquire=no
CanRetaliate=no
Strength=100
Category=AirPower
Armor=light
TechLevel=8
Sight=8
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Dock=GAAFLD,NAAFLD
PipScale=Ammo
Speed=22
PitchSpeed=1.1
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=1600
Points=55
ROT=9
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=StealthFighterSelect
VoiceMove=StealthFighterMove
VoiceAttack=StealthFighterAttackCommand
VoiceCrashing=StealthFighterVoiceDie
MoveSound=StealthFighterMoveLoop
CrashingSound=RaptorDie
ImpactLandSound=RaptorCrash
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=90
DamageParticleSystems=SparkSys,LightGraySmokeSys
VeteranAbilities=STRONGER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,FIREPOWER,ROF,CLOAK
Fighter=yes
FlyBy=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
Parasiteable=no

There's a couple examples of the planes that do it.

Code:
[RaptorMaverick]
Damage=200
ROF=1
Range=7
Projectile=RaptorP
Speed=70
Warhead=RaptorHE
Report=IntruderAttack

[RaptorMaverickE]
Damage=400
ROF=1
Range=8
Projectile=RaptorP
Speed=70
Warhead=RaptorHE
Report=IntruderAttack

[RaptorP]
Shadow=no
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=RAPTMISL
ROT=100
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

And an example of a weapon, sans warhead. I don't think that causes it.

And secondly, is it possible to fully recreate the Cyborg Reaper rocket weapon in Yuri's Revenge without any real trouble? I suspect it is, but I want to be aware of any possible complications before I set about my task of working on it, only to have everything fail.

So, if you gents could help, that would be awesome.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Jul 07, 2013 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

2. Reaper logic was hack of airburst and some inaccuracy tag - airburst logic does not work properly in RA2 and doubt workaround would achieve desired effect.

Also I would suggest against debris mainly due to naval element of ra2 / design of maps

SELF_HEAL aircraft are buggy when they crash into ground that may survive with 1 hp

Last edited by Allied General on Sun Jul 07, 2013 8:09 pm; edited 2 times in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jul 07, 2013 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Reaper effect itself isn't in RA2/YR, as it was done for the Firestorm code branch only (but I reckon you know that already). Maybe you can recreate something with debris, but I'm not sure (too long since I did some serious RA2 modding).

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Jul 07, 2013 8:11 pm    Post subject: Re: Fen Comes With Questions... Reply with quote  Mark this post and the followings unread

#1. The dancing thing is sort of unfixable. I don't know which things exactly affect this, but aircraft speed is one. My aircraft missile weapons have ROF=30 & OmniFire=yes with projectiles that have ROT=15 & Acceleration=6, for starters and I think I've managed to atleast minimize this issue a bit. Oh, and try to avoid using voxel projectiles, since those have some initial-facing related stuff hardcoded on them that could cause issues.

#2. The core functionality that made Cyborg Reaper's splitting missiles possible is not present in YR, so accurate recreation is unfortunately impossible.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Jul 08, 2013 8:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, guys. I'll have to think on some shit then... or rethink it. xD

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jul 08, 2013 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you using Ares? If yes, the self heal problem will most likely be gone in 0.4.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Jul 08, 2013 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

In addition to what Starkku wrote, try increasing the weapon's range or lowering FlightLevel of the aircraft.

Aircraft's weapon range should always be big enough for the aircraft to reach the target from the air. Otherwise, it might not be able to get close enough to fire, making the aircraft dance around the target while it tries to get inrange.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Jul 09, 2013 5:36 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Are you using Ares? If yes, the self heal problem will most likely be gone in 0.4.

Yeah, I use Ares. Can't not use it since the additions are invaluable.

Quote:
Aircraft's weapon range should always be big enough for the aircraft to reach the target from the air. Otherwise, it might not be able to get close enough to fire, making the aircraft dance around the target while it tries to get inrange.

Perhaps this is more why it occurs since it's not every time. It just seems kinda random.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Tue Jul 09, 2013 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Somewhat-random related question: Does anyone know offhand how many pixels wide/long a cell is?

Reason why I ask is because, if i understand correctly, weapon range basically converts the number of cells given into a distance in pixels and uses that for the actual in-game rangefinding, so whatever your FlightLevel is, your range needs to be something greater than that FlightLevel divided by the number of pixels a cell is wide. If this information exists somewhere on ModEnc, I couldn't find it..

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jul 09, 2013 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

You're at the right track but wrong measuring. A cell is 256*256 lepton. FlightLevel also uses leptons.

Actually, everything uses leptons, that's why FLH affect a weapon's range.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Tue Jul 09, 2013 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

http://en.wikipedia.org/wiki/Lepton

This is essentially the source of my confusion. A lepton is a subatomic particle in terms of the real world. I've seen the word lepton used in countless places in the rules code, but I never really got to have a point of reference, so what exactly (or how big) is a "lepton" in RA2? Does it have any comparison to pixels?

Anywho, that does answer my main question. Using that math, an aircraft flying at the standard FlightLevel of 1024 would need, at minimum, a range greater than 4 to be able to fire at all, and probably a range of 5-6 to avoid this fighter break-dance contest phenomenon.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Tue Jul 09, 2013 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lepton is the term used by WW for the sub calculation of cells.

256 x 256 Leptons = 1 Cell

256 x 256 x 256 Leptons = 1 Cube

In your case, 1024/256 = 4. So 4 cells high.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 09, 2013 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Does anyone know offhand how many pixels wide/long a cell is?

A cell in pixels is 30 width/length, 15 depth & 42 height.

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Tue Jul 09, 2013 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could your Speed= value be the issue? IIRC, Speed= shouldn't be 20 or over, since that causes pretty much any unit to spaz out; I've had issues in the past with making Boris' MiGs fly at Speed=36 where they do the same "fly-in-circles" thing as you seem to be experiencing. But, strangely unlike your problem, mine was fixed by setting ROT= to a value like 9 or 10.
If it's not that, then maybe try setting FlyBy= to no. Otherwise, I'm out of ideas.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Jul 09, 2013 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

@worm: What rephrasing of http://www.modenc.renegadeprojects.com/Lepton do you suggest to make it clearer?

The original reference comes from line 228 of rulesmd.ini, btw:
Code:
;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum

as well as playing around with lepton-based shifting values, of course (e.g. TurretOffset, FLH).

@Hyper: As worm properly deduced, the minimum value is higher. At a range of 4 and a FlightLevel of 1024, the weapon would only be able to fire at the object if it were directly overhead. The necessary minimum range is  sqrt((ground distance in leptons)² + FlightLevel²), i.e. if you want the weapon to be able to start firing at a distance of 6 cells, you need an actual range of sqrt(6²+(1024/256)²) = sqrt(52) = 7.21 cells.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jul 10, 2013 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
@Hyper: As worm properly deduced, the minimum value is higher. At a range of 4 and a FlightLevel of 1024, the weapon would only be able to fire at the object if it were directly overhead. The necessary minimum range is  sqrt((ground distance in leptons)² + FlightLevel²), i.e. if you want the weapon to be able to start firing at a distance of 6 cells, you need an actual range of sqrt(6²+(1024/256)²) = sqrt(52) = 7.21 cells.


Good to know, Thanks!

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Jul 10, 2013 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Unless, of course, Westwood decided to code wacky inconsistencies between systems.

Not that they'd ever do that.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jul 11, 2013 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
Unless, of course, Westwood decided to code wacky inconsistencies between systems.

Not that they'd ever do that.


HA!

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