Posted: Fri Feb 13, 2015 11:17 am Post subject:
Still imperfect “Straight high-speed ballistic shot”
Just the default type projectile(ROT=0,Arcing=no,Vertical=no,Inviso=no) with Gravity=0
Better than ROT=1/-1 missile.
But still has some issues, mostly about Elevations and gravity.
1.When fired down from a higher land, it will travel horizontally.
Can be solved by setting SubjectToElevation=no.
2.When fired at a building at the lower land, it will aim for the top of the building instead of the floor, thus miss.
A workaround is setting all buildings' Height to 0 and edit the pips.shp to make healthbars shown on a proper height. (Of course, air units can fly through buildings now.)
3.When gravity=0, Hoverunits looks well except a bit too close to ground. However, when you move them from a higher land to the lower, they will float in the air and take a long time to land.
Just stop using the hover locomotor. You can use VXL or SHP animation to make those hoverbobs.
4.Vertical projectile won't fall because of zero gravity. Try using Airburst to emulate it (ARES or NPEXT).
5.The major issue: Arcing.
With Gravity=0, all normal arcing projectiles will fly backward.
No solution now.At least, you can still use spawn missile to emulate artilley.
...
Is it worth it?
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Classic Tank Battle
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Issue 2 Aim for the roof Can be solved by setting all building's height to 0.
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Issue 3 "Hover" unit Perhaps we can make some use of this ?
Gravity=0 will surely also cause trouble, when you want to use
-art.ini debris for nice graphic effects
-high arcing Lobber=yes weapons
-crashing/falling aircraft maybe as well (balloonhover kirov is already now falling very slow)
-magnetron lift. maybe the lifted unit is now even staying in midair.
-parachuted units and bombs could be troublesome too
I think the issues are too extensive and unpredictable when using Gravity=0. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Debris seem work as normal.
Aircrafts and balloonhover crash normally.
parachute works well.
even magnetron one....
And I remember that the spark particals are actually affected, but this can be workarounded easily.
Actually gravity only affect a few things.
For High Arc, as I said, can be emulated with spawn missile, even better. There are many bugs on arcing projectile in RA2 because of the cell size. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Feb 13, 2015 1:13 pm Post subject:
I might be wrong but afaik spawned missile does not support turrets. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
If there is conyard or other big building in between 2 tank duals, do the projectiles still pass through the
building or over it? Or hits the building damaging own structures? QUICK_EDIT
I fail to see what the fuss is about? The ballistic trajectory of normal projectiles is reasonably realistic, unless you want to make a space mod with no gravity or air resistance. _________________
Well, the arcing projectile problem is slow speed fly too...
Only gravity can actually make it go like snap and hit from usual tanks instead of always the slow arc like damn artillery.
Given arcing shell speed is so slow (speed=100 etc won't help), it can even be avoided entirely by moving units. QUICK_EDIT
Another thought though, the game code must be using some kind of arcing calculation because it's based on distance, what about reducing the coefficient to a very small fraction? That would be much more lifelike as the arc is still distance related, but flatter than now... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sat Feb 14, 2015 11:27 pm Post subject:
Well, I'm going to keep that shot graphic in stock for the day Ares fixes trajectories. *Yoink!*
@G-E: if you mean Level=yes on projectiles, it does make the projectile travel straight, but using that tag also makes the projectile WaterBound, as they rolled the "am I a torpedo?" logic into the same tag. Which means, as soon as it hits a land cell, it will detonate. Right as it exits the barrel, too. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Feb 15, 2015 12:08 pm Post subject:
Well, I think that has been requested for Ares for some time now, but since we haven't seen it in any release yet, the code must be complicated (or prone to bugs/breaking other stuff), even though it seems like a simple feature. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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