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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
A10 Strafing
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Mr.Hymn
Flamethrower


Joined: 01 May 2020

PostPosted: Wed Oct 13, 2021 12:36 pm    Post subject:   Reply with quote  Mark this post and the followings unread

I think this is a good place to discuss with Phobos.

Right now I am trying to make A10 (forget anout diving for now)

Weapon and Proj code
Code:
;A10 Vulcan
[A10ThunderboltVulcan]
Damage=50
ROF=5
Range=15
Projectile=InvisibleHigh ;A10Proj ;GEF was AAHeatSeeker2 ; was HeatSeeker
AttachedParticleSystem=GeneralsBulletRifle
Speed=70
Warhead=ORCAAP
Report=GattlingCannonWeapon
Strafing.Shots=5             ; integer
Strafing.SimulateBurst=no

[A10StrikeMissile]
Damage=400
ROF=10
Range=15
Projectile=A2GMissile3 ;GEF was AAHeatSeeker2 ; was HeatSeeker
Speed=70
Warhead=WARTHOGWH
Report=A10MissileWeaponSound
Strafing.Shots=4             ; integer
Strafing.SimulateBurst=no

[A2GMissile3]
Shadow=no
Proximity=no
Ranged=yes
AA=no
AG=yes
Image=DRAGON2
ROT=50
Inaccurate=yes
FlakScatter=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


This is a plane code
It's just a sample as other planes but this is different code.
Code:

Primary=A10ThunderboltVulcan
Secondary=A10StrikeMissile ;WARTHOGMISSILE
Ammo=9
NoAmmoWeapon=1
NoAmmoAmount=4


This is Art
Code:

[A10THUNDER] ; A10 Warthhog actually
Cameo=A10AIRSTRIKEICO
Voxel=yes
PrimaryFireFLH=220,0,0
SecondaryFireFLH=220,25,130

PrimaryFireFLH.Burst0=220,0,0         ; int - forward, lateral, height
ElitePrimaryFireFLH.Burst0=220,0,0    ; int - forward, lateral, height
PrimaryFireFLH.Burst1=220,0,0         ; int - forward, lateral, height
ElitePrimaryFireFLH.Burst1=220,0,0    ; int - forward, lateral, height
PrimaryFireFLH.Burst2=220,0,0         ; int - forward, lateral, height
ElitePrimaryFireFLH.Burst2=220,0,0    ; int - forward, lateral, height
PrimaryFireFLH.Burst3=220,0,0         ; int - forward, lateral, height
ElitePrimaryFireFLH.Burst3=220,0,0    ; int - forward, lateral, height
PrimaryFireFLH.Burst4=220,0,0         ; int - forward, lateral, height
ElitePrimaryFireFLH.Burst4=220,0,0    ; int - forward, lateral, height

SecondaryFireFLH.Burst0=0,0,25      
EliteSecondaryFireFLH.Burst0=0,0,25  
SecondaryFireFLH.Burst1=0,0,-25      
EliteSecondaryFireFLH.Burst1=0,0,-25
SecondaryFireFLH.Burst2=0,0,50      
EliteSecondaryFireFLH.Burst2=0,0,50
SecondaryFireFLH.Burst3=0,0,-50      
EliteSecondaryFireFLH.Burst2=0,0,-50


From what I see, the plane did not respect or fire the missile continuously like 5 shots of Vulcan and another 4 shots of missiles they fire one of each just like any other plane.

2nd FLH doesn't work. All weapons come from the same FLH. I know Phobos is so good but I am just bad at this. It's kinda new to me.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Oct 18, 2021 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
I think this is a good place to discuss with Phobos.

Right now I am trying to make A10 (forget anout diving for now)

...


Few observations regarding the code posted.

• Regarding your Ammo / NoAmmoWeapon setup, single strafing run (that is, all of the shots regardless of how many there are) will only deduct 1 ammo from the aircraft and this happens at the end of the run. The Ares customization for weapons to deduct more than one ammo or no ammo does not function on AircraftTypes so this will always hold true.

• *FLH.BurstN is designed to function with weapons that make use of Burst, to control the firing offset of each individual shot of Burst. This does not extend to the individual shots of AircraftType weapon strafing run. It is possible to use Burst on strafing weapons, however due to technical limitations this means that it will effectively, instead of firing one shot at time as many times as Strafing.Shots dictates, fire as many shots as Burst is set to, all at once for each 'shot' of Strafing.Shots.

• Continuing from above, what Strafing.SimulateBurst does is that it effectively treats the individual shots of a strafing run as individual shot of Burst for purposes of the firing offset calculations. I did not personally test it, but on paper this should allow you to use *FLH.BurstN to control firing offsets of individual strafing run shots even if Burst is set to 1 or left omitted (in fact, SimulateBurst does nothing if it isn't).

• It isn't necessary to declare the Elite weapon FLH's separately unless you need them changed from the regular variants.
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Mr.Hymn
Flamethrower


Joined: 01 May 2020

PostPosted: Tue Oct 19, 2021 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Mr.Hymn wrote:
I think this is a good place to discuss with Phobos.

Right now I am trying to make A10 (forget anout diving for now)

...


Few observations regarding the code posted.

• Regarding your Ammo / NoAmmoWeapon setup, single strafing run (that is, all of the shots regardless of how many there are) will only deduct 1 ammo from the aircraft and this happens at the end of the run. The Ares customization for weapons to deduct more than one ammo or no ammo does not function on AircraftTypes so this will always hold true.

• *FLH.BurstN is designed to function with weapons that make use of Burst, to control the firing offset of each individual shot of Burst. This does not extend to the individual shots of AircraftType weapon strafing run. It is possible to use Burst on strafing weapons, however due to technical limitations this means that it will effectively, instead of firing one shot at time as many times as Strafing.Shots dictates, fire as many shots as Burst is set to, all at once for each 'shot' of Strafing.Shots.

• Continuing from above, what Strafing.SimulateBurst does is that it effectively treats the individual shots of a strafing run as individual shot of Burst for purposes of the firing offset calculations. I did not personally test it, but on paper this should allow you to use *FLH.BurstN to control firing offsets of individual strafing run shots even if Burst is set to 1 or left omitted (in fact, SimulateBurst does nothing if it isn't).

• It isn't necessary to declare the Elite weapon FLH's separately unless you need them changed from the regular variants.


Thank you. I will try.

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