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How do I make Bullet AA weapons have a chance to miss?
hawkseye17
post 12 Nov 2016, 21:57
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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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Shiro
post 13 Nov 2016, 0:54
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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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hawkseye17
post 13 Nov 2016, 1:40
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QUOTE (SoraZ @ 12 Nov 2016, 18:54) *
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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Zeke
post 13 Nov 2016, 4:08
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QUOTE (SoraZ @ 13 Nov 2016, 7:54) *
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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hawkseye17
post 13 Nov 2016, 6:13
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QUOTE (Zeke @ 12 Nov 2016, 22:08) *
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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Attached File  Broken_AA_Bullet.png ( 3.79K ) Number of downloads: 6
 
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Zeke
post 13 Nov 2016, 9:29
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QUOTE (hawkseye17 @ 13 Nov 2016, 13:13) *
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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hawkseye17
post 13 Nov 2016, 18:59
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QUOTE (Zeke @ 13 Nov 2016, 3:29) *
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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Zeke
post 14 Nov 2016, 2:16
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QUOTE (hawkseye17 @ 14 Nov 2016, 1:59) *
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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arize
post 20 Nov 2016, 8:20
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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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hawkseye17
post 21 Nov 2016, 0:05
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QUOTE (arize @ 20 Nov 2016, 2:20) *
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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Jet02
post 4 Dec 2016, 7:54
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QUOTE (hawkseye17 @ 21 Nov 2016, 7:05) *
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.


Buff weapon speed?

Have you seen earth conflict's probability hit mechanic btw? That stuff's awesome.
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