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Missiles capable of crossing over obstacles
ChristianSGC
post 23 Jun 2014, 0:19
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I'm trying to make the "Javelin Marine" of my mod to be able to shot even if behind buildings and "mountains", but instead of just shooting(it has a 75° degree pitch) up it walks around the obstacles to have a straight line of sight.

any idea of how to fix it?

Here is the Missile object, based on the vanila Tomahawk missile
QUOTE
Object JavelinMissileObj

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = GenericATMissile
ParticleSysBone = None RealMissileExhaust
ParticleSysBone = None SpecialMissileLenzflare
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 25.0
InitialHealth = 25.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 8000
IgnitionDelay = 0
IgnitionFX = FX_BuggyMissileIgnition
InitialVelocity = 250 ; in dist/sec
DistanceToTravelBeforeTurning = 75
DistanceToTargetBeforeDiving = 175 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL JavelinLocomotor

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 10.0
GeometryHeight = 6.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
End


and the weapon
QUOTE
Weapon JavelinMissile
PrimaryDamage = 250.0
PrimaryDamageRadius = 5.0
ScatterRadius = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
ScatterRadiusVsInfantry = 30.0
AttackRange = 750.0
MinimumAttackRange = 150.0
DamageType = INFANTRY_MISSILE
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = JavelinMissileObj
ProjectileExhaust = RealMissileExhaustJav ;MissileDefenderMissileExhaust
; VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust
ProjectileDetonationFX = WeaponFX_ECMediumExplosion ;WeaponFX_RocketBuggyMissileDetonation ;WeaponFX_PRRocketBuggyMissileDetonation
FireFX = FX_BuggyMissileIgnition ;FX_PRMissileDefenderMissileIgnitionReal
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 10000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = MissileDefenderWeapon
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
ProjectileCollidesWith = STRUCTURES
CapableOfFollowingWaypoints = Yes
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End


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Zeke
post 23 Jun 2014, 3:05
Post #2


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From: Philippines
Member No.: 73
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Remove "ATTACK_NEEDS_LINE_OF_SIGHT" from the soldier's KindOf field.


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ChristianSGC
post 23 Jun 2014, 3:46
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is there another way?


removing the "ATTACK_NEEDS_LINE_OF_SIGHT" makes the unit able to attack even when the enemy is hidden on shrouded areas....


--------------------
"...What would happen on an all out war between the major powers of our planet? Would we destroy ourselves?
Now imagine: What would happen if we were attacked by aliens...in the middle of the third world war...?
...Would we unite and stand as one, or would we divide and fall...? "


-WELCOME TO Earth Conflict-
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Zeke
post 23 Jun 2014, 4:09
Post #4


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Group: Project Leader
Posts: 2166
Joined: 7 June 2009
From: Philippines
Member No.: 73
Uniqueness is Overrated



QUOTE (ChristianSGC @ 23 Jun 2014, 10:46) *
is there another way?


Nope.


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ChristianSGC
post 23 Jun 2014, 4:17
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Thanks!


--------------------
"...What would happen on an all out war between the major powers of our planet? Would we destroy ourselves?
Now imagine: What would happen if we were attacked by aliens...in the middle of the third world war...?
...Would we unite and stand as one, or would we divide and fall...? "


-WELCOME TO Earth Conflict-
Go to the top of the page
 
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