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Jet02
post 7 Dec 2016, 6:01
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1.Is it possible to add a new damage type?

2. How do i implement a probability hit system?
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(USA)Bruce
post 7 Dec 2016, 6:06
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1- No

2-Ehh someone else can explain it better but weapons have miss chances or scatter rates


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Jet02
post 7 Dec 2016, 6:34
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QUOTE ((USA)Bruce @ 7 Dec 2016, 13:06) *
1- No


Why not? Has anyone tried?

Also
3. Where can i find any decent w3d sukhoi models?

This post has been edited by Jet02: 7 Dec 2016, 6:36
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Shiro
post 7 Dec 2016, 6:46
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QUOTE (Jet02 @ 7 Dec 2016, 6:01) *
1.Is it possible to add a new damage type?

Damage types are hard-coded, so no.

QUOTE (Jet02 @ 7 Dec 2016, 6:01) *
2. How do i implement a probability hit system?

With randomise-object functions like Technicals. ShW' and ROTR' Flak Cannon bunkers use this IIRC.

QUOTE (Jet02 @ 7 Dec 2016, 6:34) *
3. Where can i find any decent w3d sukhoi models?

Probably in here, somewhere.
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Jet02
post 7 Dec 2016, 7:21
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QUOTE (SoraZ @ 7 Dec 2016, 13:46) *
Damage types are hard-coded, so no.


With randomise-object functions like Technicals. ShW' and ROTR' Flak Cannon bunkers use this IIRC.


Probably in here, somewhere.


1. I see.
2. Where does that go? Does it require lots of coding? Does it work on aa weponry?
3. Can't find any, thanks anyway. I got one on turbosquid, it's in .3ds format though.
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Stalker
post 7 Dec 2016, 10:46
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QUOTE (Jet02 @ 7 Dec 2016, 7:21) *
2. Where does that go? Does it require lots of coding? Does it work on aa weponry?


You use a projectile with a build variation (see Technical) where for instance 4 out of five times a regular projectile is spawned and 1 time a special one which is modified (e.g. Locomotor) in a way that it always misses.

It requires lots of coding.

The Shockwave Flak Bunker works exactly like this (iirc)
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Jet02
post 7 Dec 2016, 15:35
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Thanks guys that really helped:)
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Jet02
post 8 Dec 2016, 1:16
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4.it is possible for fixed wing aircraft not to stick to a certain height above the ground?

5.do special maneuvers require an animation?
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Jet02
post 23 Dec 2016, 13:10
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6) how do i make stealth units "blink" instead of becoming transparent all the moment it exits whatever produced it?
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TimeBurner
post 23 Dec 2016, 14:07
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QUOTE (SoraZ @ 7 Dec 2016, 14:46) *
Probably in here, somewhere.



That is one majestic thread for me. Who or what is sleipnir?


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Shiro
post 23 Dec 2016, 15:34
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QUOTE (TimeBurner @ 23 Dec 2016, 14:07) *
That is one majestic thread for me. Who or what is sleipnir?

A very old gaming forum, and one of those forums where extensive ZH modding was really "born". It's called Sleipnirstuff because the Admin's name is Sleipnir and it's his stuff ^^
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Jet02
post 23 Dec 2016, 15:36
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7. Does weapon speed affect the speed of the projectile or just the damage?

8. If i want to make something target only specific units(like a harm missile), does the code that determines what it can hit go in the scripts or the unit's directory?

Sorry for any inconvenience caused
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Zeke
post 23 Dec 2016, 16:23
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QUOTE (Jet02 @ 23 Dec 2016, 22:36) *
7. Does weapon speed affect the speed of the projectile or just the damage?

8. If i want to make something target only specific units(like a harm missile), does the code that determines what it can hit go in the scripts or the unit's directory?

Sorry for any inconvenience caused


7. Speed of projectiles, except missiles which take their speed from their locomotors.

8. What a unit can attack is determined by the damage type of their weapon, and the damage types its target's armor can take damage from.

Example: Units with weapons with the LASER damage type can attack missiles, because missile armor has the field "LASER = 100%", while they cannot attack tanks because tanks have "LASER = 0%"


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Jet02
post 24 Dec 2016, 1:19
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How about 4,5 and 6?

QUOTE (Zeke @ 23 Dec 2016, 23:23) *
8. What a unit can attack is determined by the damage type of their weapon, and the damage types its target's armor can take damage from.

Example: Units with weapons with the LASER damage type can attack missiles, because missile armor has the field "LASER = 100%", while they cannot attack tanks because tanks have "LASER = 0%"


So units automatically ignore stuff that they can't harm? Seems simple.
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Zeke
post 24 Dec 2016, 3:27
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QUOTE (Jet02 @ 8 Dec 2016, 8:16) *
4.it is possible for fixed wing aircraft not to stick to a certain height above the ground?

5.do special maneuvers require an animation?

6) how do i make stealth units "blink" instead of becoming transparent all the moment it exits whatever produced it?


4. No, afaik

5. What do you mean by "special maneuvers"?

6. What do you mean by "blink", temporarily become un-stealth from time to time, or just visually blinking while stealth?


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Jet02
post 24 Dec 2016, 3:44
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5. Stuff like the aileron roll the berkut does. Or the cobra. Or the kulbit.

6. The latter. Like most other stealth units in-game. Or can i make them totally visible even when cloaked?
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Zeke
post 24 Dec 2016, 5:29
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QUOTE (Jet02 @ 24 Dec 2016, 10:44) *
5. Stuff like the aileron roll the berkut does. Or the cobra. Or the kulbit.

6. The latter. Like most other stealth units in-game. Or can i make them totally visible even when cloaked?


5. Yes they require animations.

6. Add these fields in the object's stealth update, then edit them:
CODE
FriendlyOpacityMin = 50%
FriendlyOpacityMax = 100%


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Jet02
post 24 Dec 2016, 5:42
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So....i assume the Minimum value goes up?
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Zeke
post 24 Dec 2016, 5:44
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min = how transparent it can be
max = how opaque it can be

100% = not transparent
0% = completely invisible


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Jet02
post 24 Dec 2016, 7:45
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Ok thanks
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Graion Dilach
post 25 Dec 2016, 23:48
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QUOTE (TimeBurner @ 23 Dec 2016, 14:07) *
Who or what is sleipnir?


Sleipnir is the old username of pchote, the main OpenRA coder.


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QUOTE (Hanfield @ 17 Dec 2016, 20:47)
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