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FireFLHs
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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sat Jan 11, 2014 7:25 pm    Post subject:  FireFLHs Reply with quote  Mark this post and the followings unread

Is there a way to set more than 2 (Primary)FireFLHs on a weapon?
More specifically I'm looking for a way to launch 4 spawned missiles from 4 places.
AlternateFLHX Didn't work as I tried.
I also tried to use SecondSpawnOffset, but still the missiles only launched from 2 places.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Jan 11, 2014 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, not with vanilla YR or Ares. You can with NPExt though.

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interesting seeing your voxel work. They're still better than Aro's!

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sat Jan 11, 2014 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

In that case I will have to make it hard to see where the missiles are launched from...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jan 11, 2014 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

use turretspins and omnifire
This way you can let the missiles fire from up to 32 different spots in a ring shape. (needs an invisible dummy turret or a turret which looks like a spinning radar)

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sat Jan 11, 2014 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The unit only fires straight forward, so that would not work.
It is very simlar to the MLRS from Tiberian Dawn, but with no turret, uses spawned missiles and has 4 launching pods.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 11, 2014 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Jan 12, 2014 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
use turretspins and omnifire
This way you can let the missiles fire from up to 32 different spots in a ring shape. (needs an invisible dummy turret or a turret which looks like a spinning radar)
I'm skeptical, but does this really work? So damn awesome if that's the case. #Tongue

Quote:
Ares also have CyclicGattling now. We call it Gattling.Cycle tho.
I assume we can use this to mimick multiple FLH? How though? Different stages with different FLH and really fast rate?

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 12, 2014 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
use turretspins and omnifire
This way you can let the missiles fire from up to 32 different spots in a ring shape. (needs an invisible dummy turret or a turret which looks like a spinning radar)


Its better he use an omni-directional muzzle anim too.

You can also use GattlingCycle and use all 6 slots. (3 for Anti-ground & 3 for Anti-Air) that gives you up to 2 possible locations per Weapon Slot.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sun Jan 12, 2014 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Something is not working...
I tried this;

IsGattling=yes
Gattling.Cycle=yes
TurretCount=1
WeaponCount=4

Weapon1=APMLauncher
EliteWeapon1=APMLauncherE
Weapon2=
EliteWeapon2=
Weapon3=APMLauncher
EliteWeapon3=APMLauncherE
Weapon4=
EliteWeapon4=

WeaponStages=2

Stage1=3
Stage2=3

EliteStage1=3
EliteStage2=3

RateUp=1
RateDown=6

and

PrimaryFireFLH=-5,30,90
ElitePrimaryFireFLH=-5,30,90
Weapon1FLH=-5,30,90
Weapon2FLH=
Weapon3FLH=-14,30,150
Weapon4FLH=
EliteWeapon1FLH=-5,30,90
EliteWeapon2FLH=
EliteWeapon3FLH=-14,30,150
EliteWeapon4FLH=

but it still fires from only primary FireFLH. Maybe it doesn't work too well with spawned missiles...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Jan 12, 2014 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try increasing the rate of reload so that its instantaneous... That or its not a good choice for MissileSpawners.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jan 12, 2014 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stage2 should be 6 not 3.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sun Jan 12, 2014 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Stage2 should be 6 not 3.

I forgot that it continues to count after the weapon stage.
But still, it fires as if there was Burst=4, ignoring that the weapon has Burst=2 and ROF=70...(it does this even without gatling.)

[APMLLauncher]
Damage=1
ROF=70
Range=12
Spawner=yes
Projectile=InvisibleAPML
Speed=10
Burst=2
MinimumRange=5
Warhead=Special
Report=BoomerAttack1
;LaserInnerColor=255,5,5             ;Target Lasers does not work either...
;LaserDuration=20
;IsLaser=true


It seems to read
Spawns=APMLMISL
SpawnsNumber=4   <----- this as if its supposed to fire all 4 at the same time. I intended to make it fire 2, then wait a short moment, then fire 2 more, then reload new missiles.
SpawnRegenRate=800
SpawnReloadRate=0

Also there appears an issue with the sound, since it keeps playing the first frame of BoomerAttack1 in a loop when it has no missiles, but has a target.
When it loses its target or is told to move, it plays the whole sound.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 13, 2014 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

For individualized weapons on gattling you need to add a new anim then attach the report on that new animation.

Normally the gatling weapons uses a looping order.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Mon Jan 13, 2014 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found that I can also use AuxSound1= since its a spawned missile.

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