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Issue, jets damaging themselves.
Moderators: Global Moderators, Red Alert 2 Moderators
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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Tue Jan 29, 2019 9:43 pm    Post subject:  Issue, jets damaging themselves. Reply with quote  Mark this post and the followings unread

Currently my jets have a very low chance to damage themselves for some reason. The issue is not reliably recreatable but it happens. It happens to both split & standard missiles.

Of course I could use AffectsOwner=no on the missiles, but I don't want them to be unable to damage friendly units.

Is there anything you can think of that might be involved regarding this issue?

Last edited by WoodleMyNoodle on Wed Jan 30, 2019 11:58 am; edited 1 time in total

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Wed Jan 30, 2019 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Try TypeImmune? Vanilla dolphin uses it to prevent damage to friendly doplhins.

If you are using Ares, try AA=no on the airburst projectile if you don't want it to hit air targets, or RetargetSelf=no to just prevent the firer get hit by its own weapon, though a group of them may still cause friendly fire as they can target each other.

Also, is the warhead using a large CellSpread? This can also lead to your situation when the jet doesn't get out of the explosion zone.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Jan 30, 2019 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't know your code but normally weapon is not able to damage/affect the firer.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jan 30, 2019 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You may want to speed up the Acceleration on the projectile and adjust the FLH so it's faster than the unit itself and not being fired from within the unit. Otherwise if the projectile isn't hitting it and it's just the aoe, as Virgil said, TypeImmune=yes on the unit should fix that.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Feb 02, 2019 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
TypeImmune=yes on the unit should fix that.

But then the jet can't be attacked/damaged when it's loading up, docked to the Helipad.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Feb 02, 2019 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

What are you talking about?
From ModEnc:
" ... the TypeImmune=Yes flag will render an object immune to damage (but not targetting) from a weapon on a unit of the same identity and owner."

A vanilla [ORCA] works perfectly fine with TypeImmune on it. Just can't be damaged by other ORCA you own, opponents still damage it.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Feb 02, 2019 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea I have noticed depending on weapon type, an aircraft firing with other aircraft overlapping the cell will damage the others, missiles with high ROT seem to be the biggest culprit.

TypeImmune does help there.

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Sun Feb 03, 2019 10:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Apologies for the late reply. TypeImmune definitely seems like the best thing do to. Cheers!

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