Posted: Fri Dec 10, 2021 3:31 am Post subject:
MinimumRange Weapon Switching
Subject description: Primary and Secondary
Has anybody Tried a Weapon with MinimumRange?
An example would be Unit's Primary would be a Missile, if the weapon is out of range it'll use a close range Secondary Gun as a defensive weapon. QUICK_EDIT
Yes, a unit with a single weapon with min range tries to run away and reposition far enough to shoot the enemy, so if the enemy keeps approaching, it will never shoot.
Using secondary weapons is a little more tricky, you have to make sure their warheads don't overlap, so one will have 0% verses values for any non-zero the other has, otherwise it will always be the primary fired. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs. QUICK_EDIT
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.
As Much as Possible, not using OpenTopped, the problem is, if i want the unit to be Deployable QUICK_EDIT
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.
As Much as Possible, not using OpenTopped, the problem is, if i want the unit to be Deployable
Exactly what I mean for using Ares. You can disable the unloading fuction with it and thus make the unit deployable. QUICK_EDIT
Try OpenTopped vehicle with two different passengers loaded as Primary and Secondary, give it a dummy weapon that covers the whole range. You will need Ares to make tricks that prevent it from unloading or showing the passenger pip, releasing passengers after death, such kind of spoiler stuffs.
As Much as Possible, not using OpenTopped, the problem is, if i want the unit to be Deployable
Exactly what I mean for using Ares. You can disable the unloading fuction with it and thus make the unit deployable.
Might Give it a Try for myself
UPDATE: I Tried the OpenTopped the No Manual Unload, didn't work
The Hypothetical Unit will NOT be a Transport. QUICK_EDIT
Units containing passengers cannot deploy for any reason other than to eject passengers. As far as I know even Ares can't remove that limitation (nor should it).
Besides, OpenTopped isn't necessarily an ideal solution anyways, because all "weapons" will fire simultaneously if they have valid targets. This could lead to an artillery piece being capable of firing both its long- and short-range weapons at the same time, also not respecting the position/rotation of the turret, which for balance reasons might not be desirable. Unfortunately as far as I am aware, there is no way to accomplish exactly what you're looking for here. _________________ Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
Units containing passengers cannot deploy for any reason other than to eject passengers. As far as I know even Ares can't remove that limitation (nor should it).
Besides, OpenTopped isn't necessarily an ideal solution anyways, because all "weapons" will fire simultaneously if they have valid targets. This could lead to an artillery piece being capable of firing both its long- and short-range weapons at the same time, also not respecting the position/rotation of the turret, which for balance reasons might not be desirable. Unfortunately as far as I am aware, there is no way to accomplish exactly what you're looking for here.
Vehicle passenger with a turret will respect the transport's turret facing. And as already said, the two "weapons" have different firing range, which should be enough to make them fire seperately. QUICK_EDIT
Vehicle passenger with a turret will respect the transport's turret facing. And as already said, the two "weapons" have different firing range, which should be enough to make them fire seperately.
Out of curiosity, could you produce an example of this? Typically, passengers in OpenTopped vehicles (even ones with turrets) can fire in 360 degrees regardless of turret facing, and can also fire while the vehicle is moving regardless of OpportunityFire and OmniFire.
If there is a way to circumvent that I'd be very curious to know about it. _________________ Formerly WoRmINaToR. I've created a new account to update to the name I've been using everywhere else for the last several years. QUICK_EDIT
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