Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Nov 09, 2015 3:16 pm Post subject:
Splits could work, no? Grab a Hornet (Aircraft Carrier plane) or Orca Bomber pattern, make it only drop one bomb via the particle trick, give the bomb Ranged RangeLimit=1 Splits and the casual missile projectile. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Even though i'm not sure if it's worth the work in the first place, when you ingame might not even notice the subtle difference in the missile flight behaviour. But that's up to Rick _________________ SHP Artist of Twisted Insurrection: Nod buildings
A weapon can't fire again when a particlesystem is attached and the particle is still playing.
e.g. The TS mammoth MKII can't fire another railgun as long as the first isn't finished.
Since MaxEC defines the duration of the particle, it this way also prevents any other shot during this time.
Adjust MaxEC duration to prevent any second shot while aircraft is doing the overrun attack.
[OneShotPart]
Image=CLRANIM
MaxEC=40 ;prevent further aircraft overrun shots for this duration after the first shot
Translucency=0
Velocity=5.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=0
EndStateAI=5
StateAIAdvance=30
For some reason it just makes the aircraft fire one shot, then after the EC time it fires another shot. I gave it EC=300 for testing and it is just the same.
The aircraft keeps flying in it's pathern and after some time it fires the next shot till it fires all five shots. Note that the aircraft has 1 ammo.
The aircraft keeps flying in it's pathern and after some time it fires the next shot till it fires all five shots. Note that the aircraft has 1 ammo.
yup that's how it work. it's carpet bomber mechanism (when low ROF used).
Speed= on weapon, Proximity=no, Ranged=yes, ROT=, SubjectToCliffs=no, SubjectToElevation=no etc on projectile, ain't needed for this mechanism.
but it's cool when combined with Airburst Tags. Last edited by Ricknewbie on Wed Nov 11, 2015 3:13 am; edited 1 time in total QUICK_EDIT
1. How to make dropped AMRAAM facing forward?
is it possible? so the next stage weapon can attack forward too..
2. what exactly "Splits=" tags function?
because i used Splits, RetargetAccuracy=100%, AirburstWeapon=LaunchMissile, the next stage weapon didn't retargeting...
3. Is Splits should be combined with other tags like cluster or airburst?
I'm still confuse how Splits works?
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Dec 01, 2015 2:49 pm Post subject:
The issue is simply that you are using voxels for the missile graphics. There is a hard-coded issue in RA2 (that I've long been bugging Alex to fix in Ares) that voxel-based projectiles fired at an altitude above that of the target will always have a vertical-downward initial vector.
Secondly, ProjectileRange does NOT consider altitude, just horizontal cell distance. To trigger a detonation based on vertical distance, the closest approximation would be the DetonationAltitude tag (not a distance, an absolute value, but oh well...). However, for certain reasons, that tag is not functional for air-dropped bombs.
This is another reason why I would consider it a useful addition in Ares to make certain adjustments to the functionality of DetonationAltitude. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
The issue is simply that you are using voxels for the missile graphics. There is a hard-coded issue in RA2 (that I've long been bugging Alex to fix in Ares) that voxel-based projectiles fired at an altitude above that of the target will always have a vertical-downward initial vector.
From what I recall this is a problem with surface-launched projectiles as well, which start by facing straight up. At least this is true for TS, I'm not sure if RA2 fixed this since various units use voxel-based projectiles (though V3 & co. are special cases anyway)? _________________
thanks everyone .. You are Superb (All PPM Members)
i'm happy to be here ... Last edited by Ricknewbie on Mon Mar 07, 2016 4:31 pm; edited 4 times in total QUICK_EDIT
firstly, i confused how to change the directions ... hehehehe ... till i found OS HVA Builder and do something reckless. because i didn't know how to fix this ..
we need to Duplicate the Missile Voxels, one for Launched Missile (with Normal HVA direction) and another one for dropped Missile, we need to rotate by 90 degrees (like Picture), to shows missile at right direction (visually). Voila ... Reckless Method
All we need is add them to art.ini and rules.ini, for art (I used MISLSAM Voxel )
[MIGMissileD] ; so, unit can use this weapon as Primary weapon
Damage=70
ROF=120
Range=10
Projectile=MISLSAMDP
Speed=10
Warhead=LaunchEffectWarhead
Burst = 2
ProjectileRange=1
[MISLSAMP]
Shadow=no
Proximity=yes
Image=MISLSAM
Ranged=yes
ROT=100 ; makes missile facing to target (not facing down)
AA=yes ; not sure with this
AG=yes
AN=yes
AS=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
[MISLSAMDP]
Image=MISLSAMD
Arm=10
Shadow=yes
;Vertical=yes
Proximity=yes
Ranged=yes
AG=yes
AA=yes ; not sure with this
AN=yes
AS=yes
ROT=5
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Splits=yes
RetargetAccuracy=100%
AirburstWeapon=MIGMissile
[LaunchEffectWarhead]
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
AnimList=LCHMUZZLE ; please add this anim to [Animations] list
but i have new problem, this method isn't always work. didn't work for entire next stage weapons. i used this method to another weapon which contains MISLMLTI and MISLCHEM missiles (already exist in ra2.mix). and it's (second stage weapon) just disappear and explode on the ground strangely after "dropped missile" collapsed.
i'm still not sure if this method works properly for everyone. please check MIG Missile "Weapons" Group in this rules.ini. may be you guys can fix this problem
thank you!
Missile Face Up.png
Description:
rotation by 90 degrees of the X-Axis
Filesize:
42.5 KB
Viewed:
6969 Time(s)
AMRAAM Implementation Stuffs.rar
Description:
Rules, art, LCHMUZZLE (GCMUZZLE) and Missiles VXL/HVA
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Dec 02, 2015 5:24 pm Post subject:
Very innovative. This never actually occured to me. I've been pushing for a hardcode fix for ages, but your solution is clearly very effective.
Crimsonum wrote:
Millennium wrote:
The issue is simply that you are using voxels for the missile graphics. There is a hard-coded issue in RA2 (that I've long been bugging Alex to fix in Ares) that voxel-based projectiles fired at an altitude above that of the target will always have a vertical-downward initial vector.
From what I recall this is a problem with surface-launched projectiles as well, which start by facing straight up. At least this is true for TS, I'm not sure if RA2 fixed this since various units use voxel-based projectiles (though V3 & co. are special cases anyway)?
I'm not sure about TS, but for RA2, the vector issue applies to surface-launched projectiles too, as long as the firer's altitude is above that of the target - the firer does not have to be in the air for this issue to pop up. Trying to fire voxel projectiles at a target down a cliff will also cause the projectiles to go straight downward initially, rather than shoot for the target. Setting a low Speed to ROT ratio can prevent this issue by allowing the projectile to turn towards its target in time before it collides with the ground. How slow it has to move and how ROT-y it has to be exactly to accomplish this depends on the maneuvering space it has between the weapon's FLH and the ground - for jj units, this is usually considerable, but for units that are stood directly on an elevated surface, the maneuvering space in which the projectile has to turn is very small.
The only voxel projectile used in RA2/YR iirc is the BlimpBombP, which is intentionally made to drop vertically downwards - it may be that this was the reason the initial vector for voxel projectiles was coded in the first place. All other units use SHP projectiles. V3/DredMissile are special cases because they are aircraft, not projectiles, so all of this does not apply to them. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
@Millennium.. thank you! i hope it works for everyone.
@deathreaperz.. 10-4! ... try this re-uploaded file ...
mmmm... by the way, anyone have knew what the problem?
Ricknewbie wrote:
but i have new problem, this method isn't always work. didn't work for entire next stage weapons. i used this method to another weapon which contains MISLMLTI and MISLCHEM missiles (already exist in ra2.mix). and it's (second stage weapon) just disappear and explode on the ground strangely after "dropped missile" collapsed.
i'm still not sure if this method works properly for everyone. please check MIG Missile "Weapons" Group in this rules.ini. may be you guys can fix this problem
There is a problem. The video shows the missile stop completely over the building before going down. That cannot happen unless an explosion blasts forward to exactly cancel the forward velocity of the missile, and we see no such explosion here. QUICK_EDIT
He means the missing momentum on the cluster that fall down when the main missile explodes over the building.
In reality, when the missile flies forward and releases those small clusters, the clusters would inherit the speed of the missile. Thus they would fly forward as well and not vertical down.
Though that is a bit nitpicky imo and i think also not possible to achieve with the available logics. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Jan 17, 2016 10:50 pm Post subject:
Oh. Yes, that definitely exceeds the frame of this tutorial/thread and is not a product of its instructions, but rather, that's how Airburst works in the engine.
I always thought of the TS MultiMissile to "spray" its bomblets through its explosion (thereby, in a sense, there would be an explosion that would cancel the momentum). I've never thought about how the RA2 MultiMissile feature would achieve what it does, but it's really not the most physically-accurate feature I guess.
Well, if one desires that cluster munitions inherit the momentum of their parent projectile, I suppose Splits is the go-to feature here, and it's not going to overshoot either because you can make it detonate earlier. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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