Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Dec 12, 2024 5:34 am
All times are UTC + 0
Air Defense Unit
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Tue Oct 15, 2024 9:40 pm    Post subject:  Air Defense Unit
Subject description: How to make a mobile SAM?
Reply with quote  Mark this post and the followings unread

It's me again.

I've been trying to create an air defense unit, equipping it with RedEye2. Issue is that it targets ground units as well, just doesn't fire. As long as it's locked on a ground unit, it won't engage incoming aircraft.

Is there a way to tell the game a unit is solely supposed to target aircraft?

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Oct 16, 2024 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Wed Oct 16, 2024 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for your reply. I'm sorry for being unclear, but the unit I'm trying to create is a ground unit, something like an ADATS. For now it's based on the old MLRS, later on I could imagine something like an APC with HVR turret.

They somehow manged to get the SAM firing at aircraft only. But I can't figure out how to transfer SAM's behavior to my ADATS. Sad

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Oct 16, 2024 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Try AA=yes and AG=no on the weapon projectile. Or try using a weapon that already has these set.

If that is not satisfactory, you can use custom armor types feature of Vinifera engine extension where you can disable specific flags of ForceFire, Retaliate and PassiveAcquire against any armor type.

Back to top
View user's profile Send private message
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Wed Oct 16, 2024 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, RedEye2 uses AAHeatSeeker which has these attributes set by default.
Guess I'll have to look into the Vinifera thingy. I'm not good at modding, just taking my first steps.

Back to top
View user's profile Send private message
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Wed Oct 16, 2024 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Found a solution more suitable for my simple mind.

Primary=Nonstarter
Secondary=RedEye2

Nonstarter is defined like this:

[Nonstarter]
Damage=0
ROF=0
Range=0
Projectile=HeatSeeker
Speed=0
Warhead=AP

Not sure if you can just leave it empty at all.

At any rate, this will prevent the unit from zeroing in on ground targets.

Back to top
View user's profile Send private message
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Oct 19, 2024 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Not sure if you can just leave it empty at all.


As far as I know, you can't; the game will crash on missing weapon.

AG=no just makes the weapon unable to force-fire on empty land due to stupid westwood code mess  Confused

_________________

Back to top
View user's profile Send private message Visit poster's website
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Sat Oct 19, 2024 3:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

The unit keeps stupidly charging after aircraft, rushes out in the open. An outbound aircraft drags them all out of my base where they're easy prey. They also move around unnecessarily while being under fire by jumpjet infantry.

Is there a way to tell a unit not to bloody do what it wants? Ideally, it shall never leave its assigned position unless moved by the player.

Last edited by Lin on Sat Oct 19, 2024 7:43 pm; edited 1 time in total

Back to top
View user's profile Send private message
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sat Oct 19, 2024 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS-patches has a guard mode patch applied to the game to prevent it. If you are using latest TSClient, it shouldn't happen.

Back to top
View user's profile Send private message
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Sat Oct 19, 2024 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, just doesn't seem to work on units that have secondary AA weapons. Mammoth Mk II and Mammoth Tank show the same unwanted behaviour (@TS_Client_6.05k).

Back to top
View user's profile Send private message
Lin
Vehicle Driver


Joined: 10 Oct 2024

PostPosted: Wed Nov 06, 2024 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin wrote:


Primary=Nonstarter
Secondary=RedEye2



Found the error myself. The AA weapon has to be defined as primary to prevent the unit from going wild. Define a 0 range ground weapon as secondary to prevent unwanted aiming on ground targets.
I also found a mod using HasStupidGuardMode=true, but I don't know if that has anything to do with it. Testing indicates no difference in behavior. Afaik it's only used for buildings and probably gets ignored.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [11 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.5078s ][ Queries: 11 (0.1349s) ][ Debug on ]