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BallonHover/Helicopter and IsRailgun weapon.
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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sat Apr 18, 2020 4:02 pm    Post subject:  BallonHover/Helicopter and IsRailgun weapon. Reply with quote  Mark this post and the followings unread

I'm doing some experiments for a weapon on a helicopter unit and it has IsRailgun. However, the way it attacks is so buggy. It cannot attack continuously, always stop from firing after a few shots as if I put a FireOnce tag. Sometimes it only fires a single shot then immediately stops from firing so it's really random.

Code for the unit and its weapon:
Code:

; The helicopter unit
[HELIX]
UIName=Name:HELIX
Name=Helix
Prerequisite=SOVWEAP,SOVPLCE,SOVAIRF
;BurstDelay0=1
;BurstDelay1=1
;BurstDelay2=1
Primary=HelixCannon
Secondary=HelixCannonE
Strength=1500
Category=AirPower
JumpJet=yes
Landable=no
Armor=aircraft_t2
TechLevel=10
Sight=7
Speed=10
PitchSpeed=1.1
AirRate=1
BalloonHover=yes
JumpjetSpeed=15
JumpjetClimb=7
JumpjetCrash=20
JumpJetAccel=12
JumpjetTurnRate=5
JumpjetHeight=1000
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes
Owner=China
RequiredHouses=China
Cost=3000
Bounty.Value=750
Soylent=750
Points=100
ROT=5
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceCrashing=
CrashingSound=
DieSound=
CreateSound=
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER
EliteAbilities=SELF_HEAL,STRONGER,FASTER
ActivateSound=VehicleOnline
DeactivateSound=VehicleOffline
Size=50
SelfHealing=yes
SizeLimit=1
HoverAttack=yes
AllowedToStartInMultiplayer=yes;no
Crashable=yes
SpeedType=Hover
MoveSound=SeigeChopperMoveLoop
PreventAttackMove=yes
ImmuneToPsionics=yes
Parasiteable=no
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSelectableCombatant=yes
CrashSpin=no
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.5


Code:

; The weapon
[HelixCannon]
Damage=50
ROF=15
Range=8
Projectile=QuadShell
Speed=20
Warhead=HelixGunWH
Report=Quad3Attack
Anim=GUNFIRE
IsRailgun=yes
AttachedParticleSystem=HelixRailgunSys
Bright=yes
OmniFire=yes
Burst=2

; Its Railgun and Particle
[HelixRailgunSys]
HoldsWhat=HelixRailgunPart
BehavesLike=Fire
Lifetime=2
ParticleCap=5

[HelixRailgunPart]
Image=VERTRAIL
Deacc=0
Velocity=300
BehavesLike=Fire
MaxEC=3
StartStateAI=1
EndStateAI=2
StateAIAdvance=1
Translucent50State=9999
Translucent25State=999
Translucency=0
DeleteOnStateLimit=no
Normalized=no
FinalDamageState=2

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Apr 18, 2020 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried it out by putting my own testing railguns on a Kirov and it has the same problems, eventually as the game continued and I kept trying to get it to fire, the game slowed to a halt. Doesn't seem to like BalloonHover and needs to change heights to fire.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Apr 18, 2020 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about cheating and using radbeams?

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Apr 18, 2020 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then use the detached one

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 19, 2020 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Detached railguns have the same problem. Radbeams can't have particle behavior or SHPs attached, unless you have some other way to use a radbeam into a railgun?

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Sun Apr 19, 2020 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

It seems there is no workaround... I was trying to make a bullet-like projectile while keeping the accuracy, hence the IsRailgun, but adding Image tag on its Projectile directly causes inaccuracy on the weapon.

Code:

; Some sample of my bullet-like projectile on artmd
[VERTRAIL]
Image=INVISO
UseLineTrail=yes
LineTrailColor=255,220,0
LineTrailColorDecrement=180

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Apr 20, 2020 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a workaround, give the unit initial payload open-topped passengers with DetachedRailguns. It seems those work perfectly fine.

Here's what I used:
Spoiler (click here to read it):
Code:
[ZEP]
InitialPayload.Types=TESTTNK
InitialPayload.Nums=1
SizeLimit=5
Passengers=16
OpenTopped=yes
Survivor.RookiePassengerChance=0
Survivor.VeteranPassengerChance=0
Survivor.ElitePassengerChance=0
NoManualEnter=yes
NoManualUnload=yes

[TESTTNK]
UIName=NOSTR:Testing Tank
Name=Test-la Tank
Primary=Railgun1

[Railgun1]
Damage=0
AmbientDamage=100
ROF=5
Range=12
Ammo=0
Projectile=InvisibleHigh
Speed=100
Warhead=HE
Anim=GUNFIRE
IsDetachedRailgun=true
AttachedParticleSystem=BlueRailgunSys

[BlueRailgunSys]
BehavesLike=Railgun
HoldsWhat=BlueRailgunPart
Spawns=yes
SpawnFrames=1
SpawnRadius=1
SpiralRadius=30
ParticlesPerCoord=.02
SpiralDeltaPerCoord=0
MovementPerturbationCoefficient=0
PositionPerturbationCoefficient=0
VelocityPerturbationCoefficient=0
Slowdown=0.002
ParticleCap=7
SpawnCutoff=10
SpawnTranslucencyCutoff=11

[BlueRailgunPart]
BehavesLike=Railgun
BehavesLike=Smoke
MaxEC=60
Image=RAILPART1
Translucency=25
Velocity=5.0
Deacc=.05
WindEffect=0
DeleteOnStateLimit=yes
EndStateAI=20
StateAIAdvance=3

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Thu Apr 23, 2020 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I completely forgot using Initial.Payload and OpenTopped. Thank you very much.

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