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> weird flying Missile, warning:1MB big gif
Lin Kuei Ominae
post Jan 25 2007, 08:39 AM
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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.
Attached Image
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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Corsair
post Jan 25 2007, 12:55 PM
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Perhaps it has something to do with the acceleration and rate of turn? Anyway, that kind of missile might work pretty nicely on an aircraft, it's very interesting


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Machine
post Jan 25 2007, 01:36 PM
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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 smile.gif

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 lol.gif , 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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Chriz
post Jan 25 2007, 02:17 PM
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maybe its because he is fireing at a cliff - cliffs in TS are a buggy when it comes to weapons...
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Corsair
post Jan 25 2007, 03:05 PM
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I was thinking that too


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Machine
post Jan 25 2007, 03:08 PM
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Well it could be, but I tried also firing at a cliff, and still didn't replicate that. :wacko:


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Corsair
post Jan 25 2007, 03:30 PM
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The mechs on LKO's comps are like Chuck Norris, we may have clones of his units but they aren't the same lol.gif


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Bittah Commander
post Jan 25 2007, 03:55 PM
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Chuck Norris? I disagree, I don't think LKO's mechs are ugly tongue.gif


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Corsair
post Jan 25 2007, 04:32 PM
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lol.gif


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ChielScape
post Jan 25 2007, 06:36 PM
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ZHOMG Its teh daishi!!!!11!one!
i generally smack 6 rotary's on it though...

ontopic: could it be proximity?


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Blacksilence
post Jan 25 2007, 07:01 PM
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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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DoomToHel
post Jan 25 2007, 09:14 PM
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thats very very weird lol


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Lin Kuei Ominae
post Jan 25 2007, 11:38 PM
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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. wink.gif (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 smile.gif )
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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post Jan 26 2007, 01:16 AM
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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 smile.gif )


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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post Jan 26 2007, 08:39 AM
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I'm wondering - can such an effect be done in YR? It would indeed make missiles much more fun tongue.gif


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Lin Kuei Ominae
post Jan 26 2007, 09:23 AM
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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.
Attached Image
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
Attached Image

This post has been edited by Lin Kuei Ominae: Jan 26 2007, 09:42 PM


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Machine
post Jan 26 2007, 03:06 PM
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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. lol.gif


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Lin Kuei Ominae
post Jan 26 2007, 03:23 PM
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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. smile.gif

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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post Jan 26 2007, 03:59 PM
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Boomerang Missile lol


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Machine
post Jan 26 2007, 04:06 PM
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@LKO:
Note that it doesn't return to the launcher, but still, it would be a nice addition lol.gif
Going to do some testing with the reaper; hmm.gif smells like a nice new weapon lol.gif


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post Jan 26 2007, 04:30 PM
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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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Chriz
post Jan 26 2007, 05:02 PM
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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?

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Machine
post Jan 26 2007, 05:09 PM
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Yeah it's cool, specially in the reaper.

Here are some pics
Attached Image
Attached Image

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 tongue.gif (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 lol.gif

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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post Jan 26 2007, 07:23 PM
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Nice effect do. :biggrin:
I wonder if a superweapon could do that :shock:


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Lin Kuei Ominae
post Jan 26 2007, 08:52 PM
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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 lol.gif
i know, but boomerangs don't come back all the time too. tongue.gif
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 lol.gif
lol.gif 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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post Jan 27 2007, 06:53 AM
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Heh. Cool. If only u could make armour values for the backs of units, like in the mechwarrior games, so you can hit the lighter back armour and kill em quicker. Shoot em in the back and the front at the same time!
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post Jan 27 2007, 08:45 AM
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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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Roani52
post Jan 27 2007, 08:52 AM
Post #28


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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Machine
post Jan 27 2007, 02:30 PM
Post #29


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 lol.gif (Note that I didn't forgot to add the cluster weapon to a dummy unit). So this means only for the first state tongue.gif.
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 smile.gif; 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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Lin Kuei Ominae
post Jan 27 2007, 08:59 PM
Post #30


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 biggrin.gif or a good enhancement for TS. So i have to like it. wink1.gif 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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