:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::

Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

The time now is Fri Sep 30, 2022 8:26 pm
All times are UTC + 0
 Forum index » Modding Central » Red Alert 2 Editing Forum
AA weapon shoots on ground [Solved]
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Overmind
Cyborg Soldier


Joined: 05 May 2022

PostPosted: Thu Jul 21, 2022 7:11 am    Post subject:  AA weapon shoots on ground [Solved]
Subject description: Weird Anomaly
Reply with quote  Mark this post and the followings unread

I found something quite strange and can't figure it out.

I am making an AA quad cannot and it can shoot ground, although it should not, since AG=no is set.

[AAQuadGun]
Damage=15
ROF=60
Range=12
Projectile=Invisible4
Speed=100
Warhead=GattWHB
Report=UFVAA
Anim=GUNFIRE

[Invisible4]
Inviso=yes
Image=none
AA=yes
AG=no

What could be wrong ?
If I force-fire it into ground it does not shoot, but if force-fire into a ground unit it will.

Medusa-bases rockets can also shoot ground, anything the warhead allows.

Last edited by Overmind on Tue Aug 23, 2022 9:51 am; edited 1 time in total

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jul 21, 2022 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I use both methods:

1. The AA warhead is only non-zero on the armor used by air vehicles, in my case I repurposed "light" for aircraft only

2. LandTargeting=1 on the unit/building itself
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Fourth Silmaril
Civilian


Joined: 16 May 2020

PostPosted: Thu Jul 21, 2022 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

In TS, AG=no on projectiles forbids the weapon to fire at ground units, but does not prohibit it from force-firing onto the ground. In RA2, the situation is reversed: AG=no forbids the weapon to fire at the ground, but it does not prohibit it from firing at ground units. You need to add LandTargeting=1 to a unit to prohibit that unit from firing its weapons at ground targets. I'm not sure whether LandTargeting=1 also forbids force-firing onto the ground, but to be safe, you might want to combine LandTargeting=1 (to prohibit firing onto ground units) on the unit, and AG=no on the projectile (to prohibit firing onto the ground).

Back to top
View user's profile Send private message
Overmind
Cyborg Soldier


Joined: 05 May 2022

PostPosted: Fri Jul 22, 2022 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I already use LandTargeting=1, but it may have some strange effects. Like my AA unit will not fire at paradropping troopers.

Repurposing "light" armor for aircraft is a nice idea, but it will take quite some redesigning and rebalancing of many units if I go that way.

I guess one of the specials used for rockets could also be used for air units.

Anyway, thanks for clarifying how AG= works.

Back to top
View user's profile Send private message
Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Sat Jul 23, 2022 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Paratroopers are ground units despite being in the air, so if you give your AA LandTargeting=1, it won't attack paras also.

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Jul 23, 2022 10:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Because AA/AG/AN/ASW are dictacted by the unit's normal zone of existence, whether that's via MovementZone or explicitly like Naval=yes.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
Fourth Silmaril
Civilian


Joined: 16 May 2020

PostPosted: Sun Jul 24, 2022 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a guide on ModEnc on how to fix the issue of not attacking paratroopers: https://modenc.renegadeprojects.com/Overcoming_Paratrooper_Targeting_Issues

According to this guide, what prevents targeting paradropping entities is AG=no, not LandTargeting=1.

I don't think the proposed solution is a good one, but as far as identifying the problem goes, you might want to refer to it.

Back to top
View user's profile Send private message
Overmind
Cyborg Soldier


Joined: 05 May 2022

PostPosted: Mon Jul 25, 2022 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I will investigate this option. Thanks.
-Update-
Looks like it worked.

I just cloned the primary AA weapon to secondary, changed the projectile from Inv4 to Inv3, cloned WH and made it vs inf only and I can shoot at paras can can't force-shoot my infantry so it's good.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [8 Posts] Mark the topic unread ::  View previous topic :: View next topic
 Forum index » Modding Central » Red Alert 2 Editing Forum
Jump to:  
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1336s ][ Queries: 11 (0.0087s) ][ Debug on ]