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Kirov Gunship irritation
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Apr 10, 2019 9:07 pm    Post subject:  Kirov Gunship irritation Reply with quote  Mark this post and the followings unread

So, I downloaded MadHQ's Kirov Gunship cobbled some code together, and began testing.

Problem being, the gunship seems to have issues staying still, it'll get to a spot and turn a bit, and when you tell it to attack something (I've given it missiles similar to the IFV or Guardian GI) it won't turn and face the intended target.

Is this known behaviour or is there a tag my idiot brain has missed? code is 95% the same as the Kirov, but here ya go:

Code:

[GNZEP]
;AttachEffect.Animation=FLHFIND
;AttachEffect.Duration=-1
UIName=NOSTR:Kirov Gunship
Name=Kirov Gunship
Prerequisite=NAWEAP,NATECH
Primary=GunZepGun
Strength=2000
Category=AirPower
Armor=medium
TechLevel=10
Sight=10
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes
HoverAttack=yes
CanPassiveAquire=yes
Speed=8
JumpjetSpeed=8
JumpjetClimb=6
JumpjetCrash=12
JumpJetAccel=10
JumpJetTurnRate=5
JumpjetHeight=750
JumpjetNoWobbles=yes
Crashable=yes
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Alliance
Cost=2000
Soylent=2000
Points=100
ROT=5
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=GunZepSelect
VoiceMove=GunZepMove
VoiceAttack=GunZepAttackCommand
VoiceFeedback=GunZepFear
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=GunZepCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
ThreatPosed=30
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy
AuxSound2=Dummy
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=no
MoveSound=KirovMoveLoop
ElitePrimary=GunZepGunE
Parasiteable=no
Size=50
Bunkerable=no

[GunZepGun]
Damage=20
ROF=40
Range=8
Burst=2
Projectile=AAHeatSeeker2
Speed=30
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1

[GunZepGunE]
Damage=25
ROF=40
Range=9
Burst=2
Projectile=AAHeatSeeker2
Speed=30
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Apr 11, 2019 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

It's like you haven't done jumpjet units in long while and forgot entirely they have that bug and need OmniFire

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Apr 11, 2019 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Vertical=yes on projectile can also fix

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Apr 11, 2019 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
It's like you haven't done jumpjet units in long while and forgot entirely they have that bug and need OmniFire


Haven't done jumpjets ever. lol. I thought I may need omnifire, but wondered if there was another way to fix it before I went that route.

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