How do I make Bullet AA weapons have a chance to miss? |
How do I make Bullet AA weapons have a chance to miss? |
12 Nov 2016, 21:57
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#1
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Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
I want to make bullet AA weapons less accurate than they are, but when I tried scatter radius, it just shoots the ground below the aircraft. Any way to make it miss or hit the aircraft? Also on the side, is there a way to make a missile lose target without making a hard turn downwards? (after it is jammed)
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13 Nov 2016, 0:54
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#2
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
ShW and ROTR have the flak cannons, which I think occasionally miss. They use projectiles with a randomiser, some of those random projectiles just don't fly and thus "miss".
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13 Nov 2016, 1:40
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#3
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Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
ShW and ROTR have the flak cannons, which I think occasionally miss. They use projectiles with a randomiser, some of those random projectiles just don't fly and thus "miss". But I want the projectile to fly at the target, miss, and then continue for a set amount of time until it disappears. |
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13 Nov 2016, 4:08
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#4
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
ShW and ROTR have the flak cannons, which I think occasionally miss. They use projectiles with a randomiser, some of those random projectiles just don't fly and thus "miss". They fly, they just can't turn. They have a really long "DistanceToTravelBeforeTurning" value, and probably a "TryToFollowTarget = No". @hawkeye: you can just check it out for yourself. As for your second question about the missile, the answer is no. For some reason EA made the game's scatter effect only work on the ground, so the game will always use the ground as reference for the scatter radius, so AA weapon projectiles drop down to the ground, and jammed missile scatter towards the ground as well. This post has been edited by Zeke: 13 Nov 2016, 4:08 -------------------- |
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13 Nov 2016, 6:13
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#5
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Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
They fly, they just can't turn. They have a really long "DistanceToTravelBeforeTurning" value, and probably a "TryToFollowTarget = No". @hawkeye: you can just check it out for yourself. As for your second question about the missile, the answer is no. For some reason EA made the game's scatter effect only work on the ground, so the game will always use the ground as reference for the scatter radius, so AA weapon projectiles drop down to the ground, and jammed missile scatter towards the ground as well. So I tried the "missile" bullets but I ran into a problem: the bullet goes way above the target. It doesn't even shoot at the target, it just shoots up at an angle. I'm testing it with the quad cannon if you need to know that.
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13 Nov 2016, 9:29
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#6
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
So I tried the "missile" bullets but I ran into a problem: the bullet goes way above the target. It doesn't even shoot at the target, it just shoots up at an angle. I'm testing it with the quad cannon if you need to know that. Yeah, but the missing bullet takes advantage of the fact that turrets in ZH don't take terrain into conideration for turret adjustments, so most of the time the turret is actually facing the wrong way, it's simply hard to see in a normal rts game camera angle (plus the player is usually too distracted to notice). You can actually see this happen in older versions of the flak bunker that still use modeled tracers. -------------------- |
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13 Nov 2016, 18:59
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#7
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Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
Yeah, but the missing bullet takes advantage of the fact that turrets in ZH don't take terrain into conideration for turret adjustments, so most of the time the turret is actually facing the wrong way, it's simply hard to see in a normal rts game camera angle (plus the player is usually too distracted to notice). You can actually see this happen in older versions of the flak bunker that still use modeled tracers. So what can I do? I know that for the tunnel defenders, I can make the missile shoot at a target but not hit it unless it is moving, hard to do this with "bullets" though. |
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14 Nov 2016, 2:16
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#8
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
So what can I do? I know that for the tunnel defenders, I can make the missile shoot at a target but not hit it unless it is moving, hard to do this with "bullets" though. If you're fine with just having bullets visually miss, you can use rotr's tracer method. If you want the projectiles to actually miss, there's nothing else you can do. -------------------- |
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20 Nov 2016, 8:20
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#9
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Group: New Members Posts: 1 Joined: 20 November 2016 Member No.: 13330 |
Not sure if this is what you want, but I have bullet AA projectiles in my mod and it occasionally misses when firing at high speed flying aircraft
Weapons.ini Weapon QuadCannonGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 1.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericBullet ;NONE ProjectileDetonationFX = FX_BulletHitAir FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End WeaponObjects.ini Object GenericBullet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End |
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21 Nov 2016, 0:05
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#10
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Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
Not sure if this is what you want, but I have bullet AA projectiles in my mod and it occasionally misses when firing at high speed flying aircraft Weapons.ini Weapon QuadCannonGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 1.0 ; 0 primary radius means "hits only intended victim" AttackRange = 350.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 600.0 ; dist/sec (huge value == effectively instant) ProjectileObject = GenericBullet ;NONE ProjectileDetonationFX = FX_BulletHitAir FireFX = WeaponFX_QuadCannonGunFire VeterancyFireFX = HEROIC WeaponFX_HeroicQuadCannonGunFire FireSound = QuadCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ;500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End WeaponObjects.ini Object GenericBullet ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = NONE End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End Thanks it actually works. Problem is now I need to find out how to make it have a chance to miss, not almost always miss. |
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4 Dec 2016, 7:54
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#11
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Group: Members Posts: 202 Joined: 10 September 2016 From: Malaysia Member No.: 13185 |
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