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> SonicZap restricted range
Lin Kuei Ominae
post Nov 25 2007, 11:17 PM
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This question goes to the more experienced modders and TSHyper (and other exe assembler reader/coder).
Why do all SonicZap weapons can't fire at a longer range than approx. 8.5?
Is there any restriction in the ini files or the internal game code?

If you give a unit a IsSonic=yes weapon and let it fire at a higher range than 8.5, nothing happens. You hear the firing sound, but no visible sonicwave appears nor any damage is done.

This post has been edited by Lin Kuei Ominae: Nov 25 2007, 11:24 PM


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SeekSomethingNew
post Nov 26 2007, 12:04 AM
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Hmm, really? Ill take a look.

Silly question, does the Range= on the weapon have any effect, set it at 3.0 for instance, does it effect the weapon? Then try 20.0 or so...

Also, may i ask what Supress= does? It a Warhead key.

This post has been edited by TSHyper: Nov 26 2007, 12:05 AM


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Lin Kuei Ominae
post Nov 26 2007, 12:42 AM
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QUOTE (TSHyper @ Nov 26 2007, 01:04 AM) *
Silly question, does the Range= on the weapon have any effect, set it at 3.0 for instance, does it effect the weapon? Then try 20.0 or so...

from range=1 to range=8.5 it works as it should be. Only if you give it a higher range than 8.5 it has problems to fire at a target farther away than 8.5. However, even if you give it range=20, it still can fire from the range 1 to 8.5.

QUOTE (TSHyper @ Nov 26 2007, 01:04 AM) *
Also, may i ask what Supress= does? It a Warhead key.

since it isn't used by the soniczap, i don't think that it has something to do with this.
Afaik you can use this on e.g artillery weapons, so the unit stops firing on an enemy, if a friendly unit is near. The scanrange for friendlies is defined with FireSupress= in the [CombatDamage] section.

This post has been edited by Lin Kuei Ominae: Nov 26 2007, 12:43 AM


--------------------
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.
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SeekSomethingNew
post Nov 26 2007, 01:28 AM
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Ah ok, well i cant find anything related to the Range limit, the problem might be in the Sonic drawing code.

Btw, do you know a lot more of these things? I was thinking about making a Limitations and Bugs topic in the Information and Reference forum. Possible guide for me to work on.


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Lin Kuei Ominae
post Nov 26 2007, 11:42 AM
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QUOTE (TSHyper @ Nov 26 2007, 02:28 AM) *
Ah ok, well i cant find anything related to the Range limit, the problem might be in the Sonic drawing code.
i assume this too now.

QUOTE (TSHyper @ Nov 26 2007, 02:28 AM) *
Btw, do you know a lot more of these things? I was thinking about making a Limitations and Bugs topic in the Information and Reference forum. Possible guide for me to work on.

no, not more than the already known stuff
"vehicle aircraft invincible bug"
"weapons with Firestream particlesys can't have fast successive bursts": the second burst waits until the first firestream is over
"units with Firestream weapons can't gain veteran level" also for all other particlesys using weapons where the particlesys makes the damage
"weapons with railgun logic can't have fast successive bursts" the second burst waits until the first railgun particlesys is over. However, with ParticlesPerCoord=0 a fast successive firing railgun is possible.
"Infantry with Hoverlocomotor isn't able to move over water": it flies and wobbles, but it's still restricted to the normal movementzone. SHPler info: the infantry doesn't use its shadow frames, but rather the engine creates the shadows (like the jumpjet infantry while flying).
"Infantry can't repair vehicles, as well as vehicles can't repair infantry; only inner class repair is possible"
"firing anims in SHP's must be reversed to play forward ingame"
"You can't have a clone of the CTWR and its turrets"
"a second building with NukeSilo=yes doesn't work"
"second stage weapons used by projectiles with Splits and Cluster logic, must be applied to a dummy unit known as weedguy hack"
"IsSonic weapons range limited to 8.5" wink1.gif

This post has been edited by Lin Kuei Ominae: Nov 26 2007, 11:59 AM


--------------------
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.
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Crimsonum
post Nov 26 2007, 12:15 PM
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I've figured out few things:

1. If the value of the tag "sight=" is smaller than the value of the weapon "range=", your unit will move to it's sight range from the target, but can shoot further if immobile.

2. The "Suppress" tag doesn't seem to have effect, because your units (disc throwers, Disruptors, etc.) will shoot at the enemy, even if there was a friendly building in-between.
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Lin Kuei Ominae
post Nov 26 2007, 12:22 PM
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QUOTE (Yuri o07 @ Nov 26 2007, 01:15 PM) *
2. The "Suppress" tag doesn't seem to have effect, because your units (disc throwers, Disruptors, etc.) will shoot at the enemy, even if there was a friendly building in-between.

do you tested this with the default value for FireSupress=1? Because it's very low, maybe it works better if you set it to 3.
Also based on the rules description, i think this is a circular scan and not along the firing line.


--------------------
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.
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Crimsonum
post Nov 26 2007, 12:46 PM
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Yes, I tested it with the default FireSuppress settings.
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SeekSomethingNew
post Nov 26 2007, 06:00 PM
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QUOTE (Lin Kuei Ominae @ Nov 26 2007, 11:42 AM) *
"Infantry with Hoverlocomotor isn't able to move over water": it flies and wobbles, but it's still restricted to the normal movementzone.


Infantry are hardcoded to have Foot for a Movement Zone tongue.gif


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I_Am
post Nov 26 2007, 08:28 PM
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LoL! I noticed this yesterday when i was coding in the Sonic flavor of your GDI Fortress Tower LKO. I got it to fire further but ill have to wait till i get home before I can post how i got it to fire further..


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Crimsonum
post Nov 27 2007, 01:25 PM
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QUOTE (I_Am @ Nov 26 2007, 10:28 PM) *
LoL! I noticed this yesterday when i was coding in the Sonic flavor of your GDI Fortress Tower LKO. I got it to fire further but ill have to wait till i get home before I can post how i got it to fire further..


As I said, buildings are a special case.
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Lin Kuei Ominae
post Nov 27 2007, 02:49 PM
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i use a IsSonic=yes weapon for my Disruptor Fortress Tower and it also doesn't works with a higher range than 8.5.


--------------------
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
 
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