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weird flying Missile, warning:1MB big gif |
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Jan 25 2007, 08:39 AM
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Stealth Tank

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Hi I want to show you a quite weird rocket behaviour. Maybe you found something strange too. At least it hits the target but with a strange path.  This is a result of giving a rocket a projectile with these entrys CODE [DaishiRak] Damage=100 ROF=90 Range=11 Projectile=Hellraiser Speed=15
[Hellraiser] Arm=2 High=yes Shadow=yes Proximity=yes Ranged=yes AA=yes AG=yes Image=MISSILE ROT=3 Acceleration=1 the rocket always flies 3-4 cells in a straight line and then starts turning and homing. Maybe someone also can explain me why TS/FS behaves this way with this projectile.
This post has been edited by Lin Kuei Ominae: Jan 25 2007, 09:19 AM
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Jan 25 2007, 01:36 PM
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Attack Buggy

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Like Cosair said; I think it must be related to the acceleration and ROT. Anyways it's a nice result; It caught my attention, I'll test it  EDIT: When I started testing it, I found that missile was a shp; I used that shp in the weapon, couldn't replicate what happened in your case, changed the image of the projectile to a voxel, and got a weird behaviour, quite funny  , the missile disappears before it gets to the target, but it still explodes in it. Post the full coding; I mean the projectile coding in art.ini and the warhead also. Also does this always happen, or just sometimes?
This post has been edited by Machine: Jan 25 2007, 02:06 PM
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Jan 25 2007, 07:01 PM
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Light Tank

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Like corsair sayed.
[Hellraiser] Arm=2 High=yes Shadow=yes Proximity=yes Ranged=yes AA=yes !!!!!!!! This makes the missile homing to the target. AG=yes Image=MISSILE ROT=3 This Mayby Acceleration=1 works fine
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 Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Jan 25 2007, 11:38 PM
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Stealth Tank

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QUOTE (Machine @ Jan 25 2007, 02:36 PM)  Like Cosair said; I think it must be related to the acceleration and ROT.
EDIT: Post the full coding; I mean the projectile coding in art.ini and the warhead also. Also does this always happen, or just sometimes? i also think that it has something to do with the ROT acceleration values. anyway here the code for art.ini CODE [MISSILE] Trailer=SMOKEY2 Rotates=yes it's an original shp (already in TS/FS) and was never used by westwood/ea. so just add this and you have a new missile image.  (btw is this new, or is it already known?) and rules.ini CODE [DaishiRak] Damage=100 ROF=50 Range=10 MinimumRange=2;im quite sure it has nothing to do with this Projectile=Hellraiser Speed=15 Warhead=QUADHE Report=Rocket2;added from me Anim=TDSAMFIRE-N,TDSAMFIRE-NE,TDSAMFIRE-E,TDSAMFIRE-SE,TDSAMFIRE-S,TDSAMFIRE-SW,TDSAMFIRE-W,TDSAMFIRE-NW Burst=1 Bright=yes
;warhead [QUADHE] Spread=512 Wall=yes Wood=yes Verses=110%,95%,75%,50%,20% Conventional=yes Rocker=yes InfDeath=2 AnimList=EXPLOLRG Tiberium=yes Bright=yes ProneDamage=150% Deform=15% DeformThreshhold=100 -It happens very often while firing on cliffs from above (like in the gif) if the firing direction isn't a straight horizontal/vertical line. -It also happens while shooting on the ground, but there it doesn't flies in such a wide arc. but it always flies first in a straight line for about 3 or 4 cells and then starts turning. -Another thing is, that if i shoot on a cell, only 2 or 3 cells away, the missile sometimes doesn't even hit the target, because it flies in a different direction and in a straight line first, and hits the ground before it could start turning. (making it a cool inaccurate missile  ) i'm sure that it hasn't to do with anything else except the Projectile [Hellraiser], because i use it for some other weapons too, and those act all the same way, and they all have different weapon settings. (some dont even use minimumRange) so it is the projectile But i have a theory that it could happen in combination with the low projectile speed of only 15, all other weapons using hellraiser have a quite low speed too. QUOTE (Black hawk @ Jan 25 2007, 08:01 PM)  AA=yes !!!!!!!! This makes the missile homing to the target. no it lets it attack air units ROT makes missiles homing. any ROT value bigger than 0 for homing and ROT=0 for straight line.
This post has been edited by Lin Kuei Ominae: Jan 26 2007, 12:05 AM
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Jan 26 2007, 01:16 AM
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Ghost Stalker

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QUOTE (Lin Kuei Ominae @ Jan 25 2007, 06:38 PM)  -Another thing is, that if i shoot on a cell, only 2 or 3 cells away, the missile sometimes doesn't even hit the target, because it flies in a different direction and in a straight line first, and hits the ground before it could start turning. (making it a cool inaccurate missile  ) Yea, I gave a weapon similar to that to the rocket infantry, it was interesting but it was strangely innacurate... the rocket infantry would have quite a time trying to kill an enemy just 2 cells in front of him but apparently he could nail a tank 9 cells away no problem (it had ranged and inaccuracy and there was no minimum cell code set)
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Jan 26 2007, 09:23 AM
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Stealth Tank

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corsair, do you used my hellraiser proj or an own one? i have a new gif but this is now 1,5MB big. if a mod says this is to big, then i would delete it or move it to a different file server.  this gif shows that while turning the turret, the first missile is shot before the turret finally spots to the target. Thus the first rocket flies in a quite different direction for a short time. and this gif shows my MKII shooting and that the missiles fly for 2 or 3 cells and then start turning
This post has been edited by Lin Kuei Ominae: Jan 26 2007, 09:42 PM
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Jan 26 2007, 03:06 PM
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Attack Buggy

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@LKO: I used missile.shp; don't worry seems that I couldn't duplicate it because I was attacking from cliffs in vertical/horizontal lines. Well since I duplicated it; I messed with the values, it seems to be a combination of the slow speed setting and the small ROT. When I increased the speed I could only get nice straight lines, and when increased the ROT I got the same effect but with almost 90º of sudden rotation, was funny to see such a thing; advanced some cells, then full stop with sudden change of direction.
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Jan 26 2007, 03:23 PM
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Stealth Tank

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and acceleration? i think this also has sth to do with this, since all other missile with a higher acceleration fly in a normal way, whatever value you set for speed (Weapon) and ROT (Projectile). but it's good that you get it duplicated. so it's not only my TS/FS. the last behaviour you discribed brought me to the idea of making a boomerang weapon, even if i dont know for what purpose. another thing that would interest me what happens if you combine the missile behaviour with the split missile logic from the reaper. Because after each split (maybe even more than one) the missile retargets the enemy and combined with the missile behaviour it would become very inaccurate. I think it could cause some very cool swarming missiles where you never know if they hit or not and they would affect a wide area. Great for real MLRS rockets damaging a big area.
This post has been edited by Lin Kuei Ominae: Jan 26 2007, 03:27 PM
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Jan 26 2007, 03:59 PM
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Light Tank

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Boomerang Missile lol
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 Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Jan 26 2007, 04:06 PM
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Attack Buggy

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@LKO: Note that it doesn't return to the launcher, but still, it would be a nice addition Going to do some testing with the reaper;  smells like a nice new weapon
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Jan 26 2007, 04:30 PM
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Artillery

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I think it's cool, missles wich are homing after 3-4 cells... Could be the acc...
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If you've X-Fire... Just add me If you join 'WhatPulse', also join 'Alpha Squad'!!! (My Profile: 'Here')  "Computers crash, people die and relationships fall apart. The only thing you can do is taking a deep breath and reboot"
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Jan 26 2007, 05:09 PM
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Attack Buggy

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Yeah it's cool, specially in the reaper. Here are some pics   The red arrow indicates the path followed by the original missiles until their explosion and the blue arrow indicates the path followed by the cluster missiles. In the first pic the target was the cell next to that light inf. and in the second it was the green X. Note this WASN'T the case always, the results were cool, some times it was quite acurate, and sometimes I didn't even touch the target, or even attack my harvester when it was unloading  (only with one cluster) offtopic: @LKO: I hope you recognise that little thing that looks like a sensor array; I'm quite sure that you never tought that someone would use it in that way  EDIT: @Chriz: Well he said he used different weapons with the same projectile, and when I tested the speed value in the weapon altered the effect and could even neutralize it.
This post has been edited by Machine: Jan 26 2007, 05:11 PM
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Jan 26 2007, 07:23 PM
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Light Tank

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Nice effect do. :biggrin: I wonder if a superweapon could do that :shock:
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 Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Jan 26 2007, 08:52 PM
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Stealth Tank

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QUOTE (Machine @ Jan 26 2007, 05:06 PM)  Note that it doesn't return to the launcher, but still, it would be a nice addition  i know, but boomerangs don't come back all the time too. btw does anyone ever tested a projectile with a negative acceleration or an acceleration between 0 and 1? If it has a high starting speed it really could come back. Or at least with a reaper split logic. First state for accelerate and the second for decelerate. QUOTE (Roani52 @ Jan 26 2007, 05:30 PM)  Could be the acc... QUOTE (Chriz @ Jan 26 2007, 06:02 PM)  I just noticed: Look at LKOs 1. mech, his missile flys about 4 cells befor turning, while the mammoth Mk2 missile turns after 2 cells.. maybe it has something to do with the unit/weapon itself? I think you both are right. The MKII's missile flies with a speed=12 while the one from the Daishi has Speed=15 So it seems to be more like a timer. regardless of which speed you set, the missile starts turning after 2 or 3 seconds. this could describe why the slower flying missile (MKII) starts turning earlier than the Daishi one. But i dont have a clue which value could cause this timer like behaviour. Maybe missiles need to reach a certain percentage of max speed before they start turning. And the slow acceleration causes that they reach this limit later than normal. (my best theory how this could be described) btw are you the same chriz i know from cncforen.de? QUOTE (Machine @ Jan 26 2007, 06:09 PM)  offtopic: @LKO: I hope you recognise that little thing that looks like a sensor array; I'm quite sure that you never tought that someone would use it in that way   a sensor behemoth. that looks crazy :biggrin: why don't you just have asked me for making a sensor mech? :biggrin: to your reaper you really used the hellraiser for the showed paths in the picture? doesn't it flew in a straight line? it looks like they have flown in an arc while the first state (red arrow). and the second pic looks like they have fallen down like a cluster missile. do you used the projectile for both states? if yes it is really interesting that you even once hit the target due to the great inaccuracy on a low range.
This post has been edited by Lin Kuei Ominae: Jan 26 2007, 09:50 PM
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Jan 27 2007, 08:45 AM
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Cyborg Commando

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This may sound a bit wierd, but i kind of like that warhead movement thing. It looks like it would go well for some kind of homing rocket launcher soldier or something. Anyway i think all in all its actualy quite good. I Think the problem lies with the actual unit itself. If theres a part of the unit thats in the way of where the warhead is launched from, then that could be the cause. But of course this is only coming from me. I do not know alot about modding, SHP's etc.
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Jan 27 2007, 08:52 AM
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Artillery

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@LKO, Try removing the acc, and look what then happens...
Offtopic: @Nods Viper: How much times do you change your avatar, and sig, each week? 7?...
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Jan 27 2007, 02:30 PM
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Attack Buggy

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@LKO: Yes I used the hellraiser, but for the main projectile; when I gave it to the small clusters, I just kept getting IEs, I think it was my fault anyways  (Note that I didn't forgot to add the cluster weapon to a dummy unit). So this means only for the first state  . Also a negative value for acc could be good, but I think it would only give problems. QUOTE Maybe missiles need to reach a certain percentage of max speed before they start turning. And the slow acceleration causes that they reach this limit later than normal. Well after testing a bit more, it seems that you are right, since big acc values stop the behaviour. QUOTE lol.gif a sensor behemoth. that looks crazy biggrin.gif Well, if you want to do one go ahead :biggrin: , I just had to try by myself, as a modder, one shouldn't rely on a 100% in public resources, but anyways, nice offering  ; also I didn't want to ask since I think that you are filled by requests. If I want you to make a mech I'll send you a concept art of it. Already have some, but most are of infantry. @El_Serpiente: AFAIK different armor values at different sides of the units are imposible to do in the engine. I have to say that I do love that idea, cause I love the play stile of CoH, which also includes it. (Hopefully it could bedone in the future since if I remember right EA said that it was going to be present in TibWars, hope have already done and not something they have planned; if it's the last one, doubt it would make to the game) @Nods Viper: The behaviour comes from the weapon itself and the projectile, seems to be the speed value form the weapon, the acceleration and ROT from the projectile. Since I tested this with different units to see if it was some coding of the unit (titan, hover mlrs, reaper, disruptor) EDIT: By the way, how do I make a proper quote? I couldn't get it to display the name of the original poster.
This post has been edited by Machine: Jan 27 2007, 03:10 PM
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Jan 27 2007, 08:59 PM
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Stealth Tank

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QUOTE (Machine @ Jan 27 2007, 03:30 PM)  Well after testing a bit more, it seems that you are right, since big acc values stop the behaviour. so we can say, we know how it works and can check off this topic? QUOTE (Machine @ Jan 27 2007, 03:30 PM)  also I didn't want to ask since I think that you are filled by requests. If I want you to make a mech I'll send you a concept art of it. Already have some, but most are of infantry. yes, i have some requests, but i dont accept all. But anyway asking doesn't cost anything. For me it should be either easy/fast to do  or a good enhancement for TS. So i have to like it.  If you have a sketch post it in the graphics fridge or pm it to me. Infantry isn't my area of expertise, because i never tried it. (except you count the tiberium flyer as normal infantry) But if it's worth a try like the Terminator Cyborg idea, why not? QUOTE (Machine @ Jan 27 2007, 03:30 PM)  By the way, how do I make a proper quote? I couldn't get it to display the name of the original poster. i just click on reply and there it is. how do you answer to a post?
This post has been edited by Lin Kuei Ominae: Jan 27 2007, 09:07 PM
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