Posted: Fri Aug 14, 2020 9:26 am Post subject:
Aircraft with InitialPayload passengers?
Subject description: imitation of aircraft auto-turret
Im trying to make something like aircraft with auto-turret that shoots in flight without using main primary gun and ammo... I made fake unit and put it inside my aircraft(it has 3 ammo) and when i did tests my aircraft can shoot at all neither primary nor passenger weapons, but in some cases it shoots but only once... Is there way to make this thing real?
All weapons used there has Omnifire, all units has oportunityfire and aircraft has opentopped
Be careful, man! Some time before I just watching that when the aircraft shoot they accidently release all passenger inside. _________________ Under 2 year in conscription for socialism. QUICK_EDIT
This would seem to be an Ares specific inquiry no?
As a rule of thumb, aircraft will only first once with a homing projectile, and exactly 5 volleys with a very low ROT or arcing projectile.
One problem with homing projectiles is if they aren't fast enough or accelerate fast enough, the aircraft will hit them as it flies as the moment it fires, requiring Arm= values to clear safely. This is all the more of an issue when aircraft fleets tend to bunch up with less than a cell distance between them, hurting more than one at once. Make sure you eliminate the possibility that the projectile isn't being destroyed in flight. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Posted: Sat Nov 21, 2020 6:09 pm Post subject:
Try to make a auto-fire aircraft but get ejected passenger
suffle19 wrote:
dunno, nothing really works...
encountered issue mentioned by unknown_men when passengers goes as paradrop
This is my F-15:
Code:
[ORCAF15]
Image=F15
AirportBound=no
PipScale=none
Primary=AdvanceMissile
Speed=20
ROT=3
UIName=Name:ORCA
Name=Intruder
Prerequisite=RADAR
CanPassiveAquire=yes ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PitchSpeed=1.1
PitchAngle=0
Owner=British,French,Germans,Americans
ForbiddenHouses=Alliance
Cost=1200
Points=20
Crewed=yes
ConsideredAircraft=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=no
FlyBy=true
Passengers=1
OpenTopped=yes
SizeLimit=1
InitialPayload.Types=V3OPERATOR
InitialPayload.Nums=1
NoManualUnload=yes
NoManualEnter=yes
Operator=V3OPERATOR
Passengers.Allowed=V3OPERATOR
Survivor.RookiePassengerChance=0%
Survivor.VeteranPassengerChance=0%
Survivor.ElitePassengerChance=0%
SlowdownDistance=0
This is my V3(Cruise Missile) operator (dummy passenger use in OpenTopped aircraft)
Code:
[V3OPERATOR]
Primary=V3Launcher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=100
SpawnReloadRate=0 ; missile spawn don't come back
OpenTransportWeapon=0
PreventAttackMove=no
When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...
Anyone has a solution for this issue? Thx!!! QUICK_EDIT
Posted: Sat Nov 21, 2020 8:30 pm Post subject:
Re: Try to make a auto-fire aircraft but get ejected passenger
Scrooge2029 wrote:
When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...
Anyone has a solution for this issue? Thx!!!
AircraftTypes are hardcoded to eject all passengers when attack, so no solution unless you made some hack on this behavior. Ares documentary should have mentioned this in Operator chapter. QUICK_EDIT
Posted: Sun Nov 22, 2020 2:16 am Post subject:
Re: Try to make a auto-fire aircraft but get ejected passenger
Virgil wrote:
Scrooge2029 wrote:
When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...
Anyone has a solution for this issue? Thx!!!
AircraftTypes are hardcoded to eject all passengers when attack, so no solution unless you made some hack on this behavior. Ares documentary should have mentioned this in Operator chapter.
Posted: Sun Sep 01, 2024 8:14 am Post subject:
Re: Try to make a auto-fire aircraft but get ejected passenger
Scrooge2029 wrote:
Virgil wrote:
Scrooge2029 wrote:
When I click to attack a target, it always eject the passenger and cause it unable to fire aferward, however, when the PassiveAcquire is yes and it engage with ThreatPosed, the passenger would not eject (but due to low ThreatPosed, it will not attack buildings...
Anyone has a solution for this issue? Thx!!!
AircraftTypes are hardcoded to eject all passengers when attack, so no solution unless you made some hack on this behavior. Ares documentary should have mentioned this in Operator chapter.
Ok, Thank you anyway...
Necroposting here, with the current version of Phobos using the
KickOutPassengers=false on a Weapon will let you have InitalPayload Passengers on AircraftTypes without ejecting passengers QUICK_EDIT
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