IPB

Welcome Guest ( Log In | Register )


> Aircraft beakthrough!
Team Black
post Jun 30 2007, 04:40 AM
Post #1


Core Defender
Group Icon

Group: Global Moderators
Posts: 2,841
Joined: 23-October 06
From: New York, U S of A
Member No.: 123
Alliance: GDI
Favorite game: Tiberian Sun



(Yea, I posted it on PPM as well)
Well if you didn't know already, there's a technique where you can make aircraft out of vehicles by giving them a flying locomotor** and MovementZone=fly.
When a vehicle is made into an aircraft, it allows the aircraft to follow pretty much every logic that a vehicle supports -
HVA animation, troop transport, deploying, shp, harvesting (well, sort of...), and turrets, to name a few.

This method has 2 major problems:
1 - the unit can't reveal shroud - this can be more or less overcome by making the unit MoveToShroud=no, as most aircraft are anyways...

2 - the unit is invincible during flight - due to this characteristic, this method has been mostly disregarded, as it can easily cause gameplay & balance issues.

Up to this point, I've said pretty much everything we have already found out. So what's the breakthrough? get a load of this:



I told you in Jah's heli research thread I couldn't take "no" for an answer, and after doing some research of my own, I found that the flying vehicles WERE in fact vulnerable to two things:
>Firestorm defense, but more importantly:
>Railguns!

By making the railgun projectile AA=yes, they can successfully target, damage, and destroy flying vehicles!
Granted, it's not an ultimate flawless solution, as you'll need to make all your AA guns into railguns - but the important thing is that it's that it's possible, and that there IS a way to make hva anims, air transports, shp vehicles, and all that other cool stuff, without sending gameplay and balance to heck.

Dogfights? sort of.
I made these planes play a game of chicken - only one of them fired though, one time, then after that they just sat there floating. I had to order it to attack before it would fire again.


It should be also noted that they can shoot at stuff while landed (though the airplanes themselves don't need to be armed with railguns, of course tongue.gif )


**I've found that the jumpjet locomotor is best - the actual aircraft loco makes the unit get stuck on the war factory bib, unable to move, and disabling further warfactory production.

Selling/undeploying the warfactory frees the aircraft, but I would deem it too unpractical to do that for each new aircraft that you make -

it should be noted, also, that units with the the jumpjet locomotor take a decent amount of time to "get out" of the warfactory, meaning, that no other units can be produced while it's exiting the War Factory. I'd advise giving your aircraft some good speed and/or editing the [jumpjet controls] section, to achieve the most desirable result . This means, that this method would be best for things like helicopters and hot air balloons, but probably not for actual planes.

>If you found any of this useful, please be sure to let me know, it did take some testing till I achieved this info, thanks smile.gif


--------------------
Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Creagor
post Jun 30 2007, 11:04 AM
Post #2


Flame Tank
Group Icon

Group: Global Moderators
Posts: 568
Joined: 21-October 06
From: Look over there! *runs*
Member No.: 40
Alliance: GDI
Favorite game: Tiberian Sun



As posted on PPM:

You know,it may not be because its a railgun that it does damage, it may just be affected by particle systems and/or AmbientDamage=

I suggest the follow up research to this should be into that - finding aout what actually does the damage, the particles or the ambient damage. Particlesdo damage through tags in the actual particle code (MaxDC= and Damage=), and ambient damage works through the weapon.

Once we know what causes the damage, it's a case of using it on the AA weapons, either by adding ambient damage to it or by using a particle system to it.


--------------------

Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110
(Whoever translates that gets nothing, just +1 on thier geek score)
Go to the top of the page
 
: | +Quote Post
Lin Kuei Ominae
post Jun 30 2007, 12:55 PM
Post #3


Stealth Tank
Group Icon

Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun



just adding the AmbientDamage tag doesn't work (tested)
I've added to [RedEye2] AmbientDamage=15; my jumpjet wolverine was still invincible.

P.S. awesome find TB thumbup.gif

\EDIT
it's the railgun that does the damage.
AmbientDamage=15
IsRailgun=true
AttachedParticleSystem=SmallRailgunSys
are responsible for the damage
Hovermissile+RailgunAttached Image

the problem is that railguns always fire with speed=100. attached on a missile, this means you have a slow flying missile and a fast railgun fired at the same time.
Target on Ground: First hits the railgun with ambientdamage= and then the missile (that takes a little longer) with damage=.
Target in Air: Only the AmbientDamage hits the target. The damage= tag does nothing. (railgun damages, missile doesn't damages)
I don't know how to slow down railguns so that their impact time is the same as the actual weapon. (here missile)

Also worth mentioning: this way a unit can have 2 weapons fired at the same time. Missile+Railgun or Cannon+Railgun etc.

for TCM: lets make an High-Tech anti Scrin Air Defense like a Railgun flak. (flak=ger FlugAbwehrKanone engl AirDefenseCannon)

This post has been edited by Lin Kuei Ominae: Jun 30 2007, 02:24 PM


--------------------
Co-Leader of Twisted Insurrection
my public units for you
Nod units:____________________________GDI units:
Nod Scorpion__________________________GDI 3A Kodiak
Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
Mutant Tiberium Flyer
yt1300 (Millenium Falcon + BIG version)

if you use my units in your mod, please credit me.if you want to use my units on your website please ask me before.
Go to the top of the page
 
: | +Quote Post

Posts in this topic
- Team Black rocks   Aircraft beakthrough!   Jun 30 2007, 04:40 AM
- - ChielScape   make sure which railgun specific tag causes this p...   Jun 30 2007, 07:13 AM
- - jadems   That's wicked! Can we use it for TCM? We c...   Jun 30 2007, 10:57 AM
- - The DvD   Does it have to be a railgun, or do other particle...   Jun 30 2007, 02:27 PM
|- - Lin Kuei Ominae   i don't know how an explosion particle has to ...   Jun 30 2007, 02:31 PM
|- - The DvD   QUOTE (Lin Kuei Ominae @ Jun 30 2007, 04...   Jul 2 2007, 02:51 PM
- - Nod Strike   Would it be possible to make another animation for...   Jun 30 2007, 02:42 PM
|- - Lin Kuei Ominae   i think you can make it quite invisible. Set numbe...   Jun 30 2007, 02:53 PM
- - Team Black rocks   So you can make the railgun itself invisible, and ...   Jun 30 2007, 04:39 PM
|- - Lin Kuei Ominae   QUOTE (Team Black rocks @ Jun 30 2007, 04...   Jun 30 2007, 08:30 PM
- - Blacksilence   cool thx team black   Jul 1 2007, 01:58 PM
- - CommanderSpartan   Huh, why not make a firestorm weapon, I saw one in...   Nov 17 2007, 07:01 AM
- - jadems   Did the firestorm weapon fire from the Civilian ar...   Nov 17 2007, 11:37 AM
- - Team Black   Even if you could, the firestorm is a one-hit kill...   Nov 17 2007, 04:12 PM
- - Roadwarrior   (sorry if this isn't new ) Here is somethi...   Dec 21 2007, 03:39 AM
- - Team Black   well I kinda knew that already, but thanks for sha...   Dec 21 2007, 03:51 AM
- - Roadwarrior   oh, ok when i saw that i was like omg wow O _ O   Dec 21 2007, 04:00 AM
- - TSHyper   TB, Rotor Effect? how so?   Dec 21 2007, 05:20 AM
- - Aro   Correct me if I'm wrong, but I thought rotors ...   Dec 21 2007, 05:58 AM
|- - Lin Kuei Ominae   they work, but only as an animated voxel section o...   Dec 21 2007, 10:29 AM
- - Team Black   Rotors work fine, and air transports. Watch this v...   Dec 21 2007, 04:49 PM
- - Aro   It's ashame the shadow's don't work co...   Dec 21 2007, 05:04 PM
- - Team Black   You can use ShadowIndex= in art.ini to maxe the ma...   Dec 21 2007, 05:11 PM
- - TSHyper   Hmm, Interesting stuff there mate. So you got it ...   Dec 21 2007, 05:51 PM
- - Team Black   I'm thinking these will work best as FreeUnits...   Dec 21 2007, 05:55 PM
- - Roadwarrior   more off-topicness QUOTE (BlackieChan @ Dec...   Dec 22 2007, 04:23 AM
|- - Wiggles   Sorry if i'm repeating what might have been sa...   Dec 23 2007, 04:35 PM
- - Team Black   Thanks for sharing your info, though making it an ...   Dec 23 2007, 08:54 PM
|- - Wiggles   But then you would lose your war factory because t...   Dec 23 2007, 10:45 PM
- - Team Black   QUOTE But then you would lose your war factory bec...   Dec 24 2007, 12:08 AM
- - CommanderSpartan   Sorry for the 2 year bump, but I realized that JJ ...   Jul 6 2009, 11:14 AM
- - Team Black   I couldn't really think of any way to enable a...   Jul 14 2009, 03:23 PM
- - Lin Kuei Ominae   it would be interesting to hear from Hyper if the ...   Jul 15 2009, 12:17 PM


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 29th May 2025 - 10:26 PM


XGhozt.com