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V3 Launcher inaccurate
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JarJarRey
Vehicle Drone


Joined: 28 Dec 2019

PostPosted: Tue Sep 01, 2020 7:36 am    Post subject:  V3 Launcher inaccurate Reply with quote  Mark this post and the followings unread

I created an anti tank missile using the v3 launcher codes, problem is that instead of hitting the tank it hits the ground near the tank.

here's my rulesmd codes (the unit that fires it uses TOWLauncher as weapon):



; V3 Rocket -- warhead invoked from code.  No weapons attached here.
[TOWROCKET]
UIName=NOSTR:TOW ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=15
Owner=British,French,Germans,Americans,Alliance
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
Missile.Custom=yes
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0.0
Missile.PitchFinal=0.0
Missile.TurnRate=0.5
Missile.RaiseRate=0.0
Missile.Acceleration=0.4
Missile.Altitude=100
Missile.Damage=200  
Missile.EliteDamage=400
Missile.BodyLength=256
Missile.LazyCurve=no
Missile.Weapon=TOWLauncher
Missile.EliteWeapon=TOWLauncher
DeathWeapon=TOWLauncher

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Tue Sep 01, 2020 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why would you use the same weapon for both the launcher and the missile? Although I imagine it can still work, so meh.

Anyway, Missile Spawns don't track targets, and are fired at the ground at the base of the target at the start of launch sequence. They'll almost never hit a moving target, so it makes for a terrible anti-tank rocket. They'll also likely miss if the terrain is uneven.

If you insist, give it a cellspread to deal its damage over a larger area, so it damages even when it misses.

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Tue Sep 01, 2020 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try suicide aircraft type and with limbo launch setting. They will track and hit the target.

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JarJarRey
Vehicle Drone


Joined: 28 Dec 2019

PostPosted: Wed Sep 02, 2020 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
Why would you use the same weapon for both the launcher and the missile? Although I imagine it can still work, so meh.

Anyway, Missile Spawns don't track targets, and are fired at the ground at the base of the target at the start of launch sequence. They'll almost never hit a moving target, so it makes for a terrible anti-tank rocket. They'll also likely miss if the terrain is uneven.

If you insist, give it a cellspread to deal its damage over a larger area, so it damages even when it misses.


I ditched the v3 cause it wont follow the vehicle, trying with spawning the missile like the aircraft carrier does but thats not working either.

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JarJarRey
Vehicle Drone


Joined: 28 Dec 2019

PostPosted: Wed Sep 02, 2020 3:38 am    Post subject: Reply with quote  Mark this post and the followings unread

unknown_men wrote:
Try suicide aircraft type and with limbo launch setting. They will track and hit the target.


trying the aircraft carrier way instead but it doesnt work.


; Landing Craft
[TOWATGM]
UIName=NOSTR: TOW missile
Name=Hornet
Image=TOWMISSILE
Primary=HornetBomb
Strength=75
Category=AFV
Armor=missile
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
MoveToShroud=yes
;Dock=NAHPAD,GAHPAD
;Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=16
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
Selectable=no
DeathWeapon=HornetBomb
Explodes=yes





If the missile range is melee range then it won't attack the target, if it has a range of about 5 with Suicide=yes in weapontype then it will death explode away from the target and remain swirling in place as seen in this screenshot



tow missiles remain.JPG
 Description:
 Filesize:  14.08 KB
 Viewed:  1004 Time(s)

tow missiles remain.JPG



Last edited by JarJarRey on Wed Sep 02, 2020 3:59 am; edited 1 time in total

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Wed Sep 02, 2020 3:52 am    Post subject: OK this is example for you Reply with quote  Mark this post and the followings unread

; rules.ini
[F35B]
UIName=Name:F35
Name=F35B
Prerequisite=RADAR,GATECH
Secondary=Amraam2

Primary=AGM158Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=AGM158
SpawnsNumber=2
SpawnRegenRate=2500
SpawnReloadRate=250 ; missile spawn don't come back
NoSpawnAlt=no;yes ; alternate voxel for out of spawns: xxxxWO (DREDWO)
FireAngle=5

CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=421
Category=AirPower
Armor=light
TechLevel=7
Sight=50
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR,YAHPAD,NAHPAD
PipScale=Ammo
Speed=32
Accelerates=true
AccelerationFactor=0.08
;PitchSpeed=1.1
PitchAngle=0
RollAngle=65
OmniFire=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
Cost=1500
Soylent=1500
Points=60
ROT=5
Ammo=2
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=AGM158LauncherE
EliteSecondary=Amraam2E
;PreventAttackMove=yes
;FlightLevel=2400
BuildTimeMultiplier=0.25
FlyBy=true
PreventAttackMove=yes
HoverAttack=yes
FlightLevel=1500


[AGM158]
UIName=Name:DMSIL
Image=AGM158
Name=AGM-158
Primary=AGM158Payload
;Secondary=HornetCollision
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
TechLevel=-1
Sight=5
RadarInvisible=yes
Landable=yes;no
MoveToShroud=yes
PipScale=Ammo
Speed=24
PitchSpeed=.9
PitchAngle=-5
Owner=British,French,Germans,Americans,Alliance
Cost=150
Points=15
ROT=5.5
Ammo=1
Crewed=no
GuardRange=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=DreadnoughtAttack ;HornetTakeoff ;Taking off
;AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing
;ElitePrimary=HornetBombE
DontScore=yes
DeathWeapon=AGM158Payload
DeathWeaponModifier=0.1
Explodes=yes
FlightLevel=260
Trainable=no
FlyBack=no
Fighter=yes
PreventAttackMove=yes
Crashable=no
CloseRange=yes
FlyBy=true
DamageSelf=yes

[AGM158Payload]
Damage=100
ROF=80
Range=2
Projectile=Invisible
Speed=10
;RadLevel=100
Warhead=CRUISEWH
Report=DemoTruckDie
Suicide=yes
;OmniFire=yes; For testing

; test this if this not work again
[AGM158Payload]
...
Anim=SuicideAnim

[Warheads]
80=SuicidePlaneWH

[Animations]
645=SuicideAnim

; art.ini

[SuicideAnim]
Damage=5000
Warhead=SuicidePlaneWH

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Sep 02, 2020 4:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just make it a slow arcing projectile?

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

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unknown_men
Cyborg Soldier


Joined: 09 Apr 2015
Location: Vi?t Nam

PostPosted: Wed Sep 02, 2020 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe he want making some ADS like weapon to blow up a TOW missile

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JarJarRey
Vehicle Drone


Joined: 28 Dec 2019

PostPosted: Wed Sep 02, 2020 4:54 am    Post subject: Re: OK this is example for you Reply with quote  Mark this post and the followings unread

unknown_men wrote:


Hi thanks for your codes, i tried them and just replaced the names, prerequisites and images. Tried with an aircraft and gi guard. The missile now explodes and dies correctly (checked by shooting it) but it drops to the ground or stays in mid air when releasing.


Here's my weapons:


used for the aircraft or gi guard to launch the missile:

; Carrier's rangefinder virtual weapon
[TOW1Launcher]
Damage=1
ROF=150
Range=25
;Range=-2 ; infinite
Spawner=yes
Projectile=Invisible
Speed=10
Warhead=Special
OmniFire=no




the missile's weapon and death weapon:

[TOWHornetBomb]
Damage=100
ROF=80
Range=2
Projectile=Invisible
Speed=10
;RadLevel=100
Warhead=ORCAAP
Report=DemoTruckDie
Suicide=yes
;OmniFire=yes; For testing



missile drops.JPG
 Description:
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 Viewed:  989 Time(s)

missile drops.JPG



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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Dec 19, 2020 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

That's I want to know how to make inaccurate rockets because I want to get some units that spawn tons of missiles (spawned projectile) in a large area with inaccuracy. Would be nice though. In my case every shots are 100% accurate to none moving objects (obviously)

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