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 Forum index » Modding Central » Red Alert 2 Editing Forum
AA V3/Dreadnought/Boomer
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Mar 03, 2020 7:32 pm    Post subject:  AA V3/Dreadnought/Boomer
Subject description: One would think it'd be easy to do...
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It's not possible to just set AA=yes on the proper projectiles and call it a day.

Targeting and getting the unit to fire? No problem at all.
Getting the stupid suicide aircraft to actually collide with the target swirling in the air? Either highly improbable or outright impossible, haven't tested too far.
As it is, the missile launches, but instead of heading for the target or attempting to follow it around, it will detour upwards.

Anyone have any ideas?

Last edited by TAK02 on Tue Mar 03, 2020 8:42 pm; edited 1 time in total

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m7
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Joined: 17 Apr 2009
Location: The Fang

PostPosted: Tue Mar 03, 2020 7:56 pm    Post subject: Reply with quote

Quote:
haven't tested too far


Sounds like you have some more testing to do, sounds more like you need additional parameters of the missile tweaked if it's targeting and firing correctly. Dunno if custom missiles respect ProjectileRange or if you could give it a dummy infantry a weapon that would destroy both the missile and deal the damage to the aircraft when it's close enough.
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Mar 03, 2020 8:42 pm    Post subject: Reply with quote

As it is, the missile launches, but instead of heading for the target or attempting to follow it around, it will detour upwards.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Mar 03, 2020 11:06 pm    Post subject: Reply with quote

Why do you want a spawned missile to do what an ordinary one will do?
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 04, 2020 4:00 am    Post subject: Reply with quote

G-E wrote:
Why do you want a spawned missile to do what an ordinary one will do?

Why don't I? Why not? It hasn't been done before.

But from what I can tell, it seems to be a problem with how the game handles V3 missile logic that prevents it from targeting air units: the targeting and launching works, but the missile just doesn't go to the target, instead going upwards, either into space or northwards.
Still, any ideas of how to tackle this?

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Mar 04, 2020 5:55 am    Post subject: Reply with quote

Basically a hornet pretends to be a missile
http://bbs.ra2diy.com/forum.php?mod=viewthread&tid=14493
Not sure if it can trace an air target
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EVA-251
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Joined: 20 Feb 2005
Location: Michigan

PostPosted: Wed Mar 04, 2020 5:12 pm    Post subject: Reply with quote

IDK if someone ever wrote the pseudocode for MissileSpawn logic, but I'm fairly certain that it does not support target tracking in any form.

It would appear to just get the target's cell at the moment of the attack, and use that as the destination for the missile.

Give cxtian's workaround a look though.
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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 04, 2020 7:01 pm    Post subject: Reply with quote

Fixed the link

I can live with the missiles failing at tracing air targets. As long as they'd at least try to hit them when standing still in the air like a Kirov and not shoot of into space.

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Wed Mar 04, 2020 7:21 pm    Post subject: Reply with quote

Haha what’s submachine? It should be spawnee #Tongue
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