Posted: Fri Mar 02, 2018 8:43 pm Post subject:
Weapon projectiles and cliffs.
So I'm trying to create weapon which is like an "underground" weapon and has a projectile image which is like a shockwave stuff, it's like a special effect of some sorts.
My problem here is, when the unit attacks while it's over the cliff, the attack won't land to the supposedly target and the projectile will hit the cliff instead. I know this can be easily solved by using Image=INVISO or any Invisible stuff projectiles but I don't like its projectile being invisible because as I said I want to create some sort of special effect and using Arcing=yes will be just too stupid since I'm creating an "underground" weapon. I'm not very knowledgeable on projectiles so does anyone know what appropriate tags should I use? QUICK_EDIT
Put the image of your projectile on a trailer and have the actual projectile invisible. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Actually the actual projectile is already invisible but with a trailer. (Which I just realized it by now so I apologize on my first post stating not wanting an invisible image projectile...)
Maybe you can make a missile projectile with invisible body but a visible shadow, since shadow is always drawn on the ground, it looks like a "underground" projectile. _________________
To manage cliffs, i would use a missile projectile.
-missile itself invisible
-the Trailer (like in my example above) using an invisible art.ini debris
-the invisible art.ini debris with MinZVel=-100 so it falls very fast down and hits the ground almost immediately
-the invisible art.ini debris then creating the actual anim via ExpireAnim
e.g.
rules.ini
[ShockWaveProjectile]
Image=SWAVEPRO
Level=no
ROT=1
Acceleration=100 ;let it start moving with max speed
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
[DummyDebris]
Image=none
Elasticity=0.0
MinZVel=-100.0 ;fall/fly very fast down
MaxXYVel=0.0 ;don't fly to the side
ExpireAnim=DIG ;the dirt/shockwave anim on ground
LoopStart=0
LoopEnd=1
LoopCount=-1
Bouncer=yes
Damage=1 ;make sure the Warhead only rocks vehicles but doesn't actually damage anything (Verses=0%), except you want destruction along the projectiles path
Warhead=RockerWH ;create a warhead which tilts/rocks vehicles a lot _________________ SHP Artist of Twisted Insurrection: Nod buildings
Change MaxXYVel=0.0 to 1.0 and try again.
Could be a div/0 error. I had some trouble with these keys in the past as well.
Also change Trailerseperation. 500 is way too high. I doubt you will see more than a single trailer anim with a 500 frames interval. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Okay I tried and it's not giving me an IE anymore but it's still similar to my original problem.
As for TrailerSeperation, I don't think the game minds the extreme numbers. Heck I did try doing TrailerSeperation=5000 but seems no difference to all digits that I've tried.
Anyway, here's the image for better presentation of my problem.
Spoiler (click here to read it):
And it's not only on cliffs, but on slopes as well. Although on slopes case, it hits to the slopes if the unit is under the slope.
Raise ROT to 10 or more.
With the low value of 1, the missile is not gaining any height and flying parallel low to the ground, why it hits any slope/cliff.
As for TrailerSeperation: it's of course ignored. This key is for art.ini animations only, not for projectiles. So you can remove it.
The interval at which Trailer anims are spawned on projectiles is hardcoded.
To give the Trailer anims a nice short distance, give your weapon a speed of 15 or lower. This also helps the projectile to climb faster on a higher flight level. _________________ SHP Artist of Twisted Insurrection: Nod buildings
To manage cliffs, i would use a missile projectile.
-missile itself invisible
-the Trailer (like in my example above) using an invisible art.ini debris
-the invisible art.ini debris with MinZVel=-100 so it falls very fast down and hits the ground almost immediately
-the invisible art.ini debris then creating the actual anim via ExpireAnim
e.g.
rules.ini
[ShockWaveProjectile]
Image=SWAVEPRO
Level=no
ROT=1
Acceleration=100 ;let it start moving with max speed
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
[DummyDebris]
Image=none
Elasticity=0.0
MinZVel=-100.0 ;fall/fly very fast down
MaxXYVel=0.0 ;don't fly to the side
ExpireAnim=DIG ;the dirt/shockwave anim on ground
LoopStart=0
LoopEnd=1
LoopCount=-1
Bouncer=yes
Damage=1 ;make sure the Warhead only rocks vehicles but doesn't actually damage anything (Verses=0%), except you want destruction along the projectiles path
Warhead=RockerWH ;create a warhead which tilts/rocks vehicles a lot
May I ask how to shoot multiple shots at once and barrage the area like the gif please…. QUICK_EDIT
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