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[Solved]V3 Launcher to work with FireOnce?
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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Wed Dec 30, 2020 10:14 pm    Post subject:  [Solved]V3 Launcher to work with FireOnce? Reply with quote  Mark this post and the followings unread

obviously V3 is not simple unit, as it uses weapon to spawn a rocket, which is a "unit" itself - so is there a way to make such launcher to fire once and "forget" the target? tried adding FireOnce=yes to weapon - no effect.

Last edited by rey on Mon Jan 04, 2021 9:07 am; edited 1 time in total

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Dec 31, 2020 4:51 am    Post subject: Re: Does V3 Launcher work with FireOnce? Reply with quote  Mark this post and the followings unread

rey wrote:
obviously V3 is not simple unit, as it uses weapon to spawn a rocket, which is a "unit" itself - so is there a way to make such launcher to fire once and "forget" the target? tried adding FireOnce=yes to weapon - no effect.


It's a hardcoded and you can't change the way they behaved unless Ares in the next patch or AlexB decide to do something.

One reason and could be main reason is projectile or weapon not actually fires but use for basic targeting stuff. The rest is rely on the missile.

Try DistributedFire may not work too.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Dec 31, 2020 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The issue here is the V3's auto-targeting; DistributedFire=yes doesn't do much if the ROF is high enough.

See the Aegis Cruiser and how its DistributedFire=yes affects its auto-firing considering the Medusa weapon has a low ROF.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Fri Jan 01, 2021 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

@Mr.Hymn so currently even Ares has no easy way to solve this, right?

@TAK02 well V3 weapon does have low ROF too, but as it's long range retargeting wouldn't really make it "make only one shot and wait for orders", as there other targets in range.(if i understand this command logic correcty)

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Fri Jan 01, 2021 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only thing I can think of is to give the launcher a REALLY LONG delay firing time between launches, if that's possible.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jan 01, 2021 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

V3 has two parts: the targeting/spawning weapon with its own ROF (not that it matters...) and a respawn delay.
I can't name the flag; look through V3's section; you'll find it.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Fri Jan 01, 2021 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeap, i know v3 has SpawnRegenRate for reload time, but that's not the matter - i'm interested not in long reload, but in "one shot and get calm".

the thing is i'm experimenting with making V3-like stealth unit and want it to get cloaked while standing, but after shooting V3 stays in "attack stance" and doesn't get cloaked until i manually make it stop targeting = that's the problem.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Jan 01, 2021 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try Gattling?

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Sun Jan 03, 2021 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Try Gattling?
gattling can somehow stop targetting? as far as i know, it's only about stages of attack, plus V3 is uses "respawn" of rocket and doesn't really care about weapon..
my main goal is to make V3 get cloaked in between shooting - if it constantly targets, it doesn't get cloaked. that's why i need it to shoot once and stop targetting.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Jan 03, 2021 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

What cxtian says works, make first weapon V3 launcher, give 2nd weapon FireOnce=yes and it will forget target:

Code:
IsGattling=yes

Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)

Weapon1=V3Launcher
Weapon2=Medusa
Weapon3=RadEruptionWeapon
Weapon4=Medusa

TurretCount=1
WeaponCount=4
WeaponStages=2
Stage1=15
Stage2=15
RateUp=1
RateDown=385

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Sun Jan 03, 2021 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
make first weapon V3 launcher, give 2nd weapon FireOnce=yes and it will forget target.
oh i see, should work, thanks for explanation.!

for anyone else who will want to do same trick: yet you need to edit art.ini with Weapon_FLH, for rocket launch animation start in proper position.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Thu Jan 07, 2021 12:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Code:
IsGattling=yes

Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)

Weapon1=V3Launcher
Weapon2=Medusa
Weapon3=RadEruptionWeapon
Weapon4=Medusa

TurretCount=1
WeaponCount=4
WeaponStages=2
Stage1=15
Stage2=15
RateUp=1
RateDown=385
2 questions arose, maybe you can help?
1. RateDown=385 as i understand this number comes from 400(SpawnRegenRate)-15(Stage1/Stage2)  =it must be exactly like this? does 385 really matter or it's just large number to shut down gattling faster?
2. after adding this kind of code to unit with cloak, i noticed sometimes it "skips attack"(decloaks, does nothing, cloaks again), and almost never attacks if send to attack through "schedule"(Z shortcut). it seems to be definitely about gattling parameters, but can't figure out what to tweak..(tried increasing Stage2 number, didn't fix it)

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Thu Jan 07, 2021 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

A small tidbit unrelated to your two questions, but WeaponX tags always need their EliteWeaponX tag to be defined. Without EliteWeaponX tags, this unit would crash the game when it fired for the first time as an Elite experience unit.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jan 07, 2021 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

rey wrote:
4StarGeneral wrote:
Code:
IsGattling=yes

Spawns=V3ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)

Weapon1=V3Launcher
Weapon2=Medusa
Weapon3=RadEruptionWeapon
Weapon4=Medusa

TurretCount=1
WeaponCount=4
WeaponStages=2
Stage1=15
Stage2=15
RateUp=1
RateDown=385
2 questions arose, maybe you can help?
1. RateDown=385 as i understand this number comes from 400(SpawnRegenRate)-15(Stage1/Stage2)  =it must be exactly like this? does 385 really matter or it's just large number to shut down gattling faster?
2. after adding this kind of code to unit with cloak, i noticed sometimes it "skips attack"(decloaks, does nothing, cloaks again), and almost never attacks if send to attack through "schedule"(Z shortcut). it seems to be definitely about gattling parameters, but can't figure out what to tweak..(tried increasing Stage2 number, didn't fix it)


Apologies, I flipped the Stages and Rates when I wrote it, should be Stage1=1
Stage2=385
RateUp=15
RateDown=15

No it doesn't have to be exactly this, I just made up a number. RateUp/Down are per frame, so if you wanted it to wait for the vanilla V3 to be ready, you could change it all to 1 or something and give Weapon2 the same ROF as SpawnRegenRate.

Also yes, as m7 says, if your unit has veterancy or can possibly be forced to gain veterancy, you need to add EliteWeaponX, EliteStageX, like on vanilla gattling tank. I didn't include it for sake of saving time.

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