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Point Defense....Missile?
hawkseye17
post 20 Aug 2016, 2:37
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So I was playing Act of Aggression on Steam the other day and I took notice of something interesting. There is a mechanism on one of the planes that shoots small missiles to intercept other missiles. I decided to see if I can put something similar in Zero Hour and then something bad happened. The missile doesn't follow the other missile, it either just stays in the exact same spot the plane was, or it just slowly drops down. I wanna know exactly what I am missing.

Ps. The weapon itself works, but the missile doesn't follow the enemy missile.

This is the missile code.
CODE
Object CounterMissile

; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    
    ConditionState = NONE
      Model         = UVRockBug_m
      ParticleSysBone = Object03 TunnelDefenderMissileExhaust
      ParticleSysBone = Object03 EMissileFlame
    End
    
  End

; ***DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting     = SYSTEM
  VisionRange = 0.0  
  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End
  TransportSlotCount = 1                ;how many "slots" we take in a transport (0 == not transportable)

; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE SMALL_MISSILE NO_COLLIDE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0

   ; 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 = 200
    SubdualDamageHealRate = 100000
    SubdualDamageHealAmount = 50
  End

; ---- begin Projectile death behaviors
  Behavior = InstantDeathBehavior DeathModuleTag_01
    DeathTypes = NONE +DETONATED
   ; we detonated normally.
   ; no FX, just quiet destroy ourselves
  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 = 1000
    InitialVelocity = 300               ; in dist/sec
    IgnitionDelay = 0
    DistanceToTravelBeforeTurning = 35
    IgnitionFX = FX_BuggyMissileIgnition
  End
  Locomotor = SET_NORMAL ComancheRocketPodLocomotor

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0

End


This is the weapon
CODE
Weapon AntiMissile
  PrimaryDamage       = 200.0
  PrimaryDamageRadius = 2.0
  AttackRange         = 200.0
  DamageType          = LASER
  DeathType           = EXPLODED
  WeaponSpeed         = 9999.0    ; dist/sec
  RadiusDamageAffects  = ENEMIES NEUTRALS
  DelayBetweenShots       = 500
  ClipSize                = 1
; ClipReloadTime          = 0
  ProjectileObject        = CounterMissile
  ProjectileDetonationFX  = WeaponFX_RocketBuggyMissileDetonation
; FireFX                  = FX_BuggyMissileIgnition
  AntiSmallMissile        = Yes
  AntiBallisticMissile    = Yes
  AntiGround              = No
End


And this is the point defense behavior
CODE
  Behavior = PointDefenseLaserUpdate ModuleTag_CounterMissile01
    WeaponTemplate        = AntiMissile
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 100
    ScanRange             = 175.0
    PredictTargetVelocityFactor = 1.0
  End



Any help would be appreciated.
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Zeke
post 20 Aug 2016, 3:25
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Try removing the weapon speed field in the weapon codes. Missiles don't need that since they base their speed on the locomotor. Also, over 9000 speeds can only be used for hitscan weapons like bullets and lasers.

Increase the fuel lifetime of the missile to 10 secs for now just to rule out that problem, you can turn it back later.

I also suggest removing the clip size and matching the scan rate to the delay between shots to avoid problems.


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hawkseye17
post 20 Aug 2016, 5:17
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QUOTE (Zeke @ 19 Aug 2016, 22:25) *
Try removing the weapon speed field in the weapon codes. Missiles don't need that since they base their speed on the locomotor. Also, over 9000 speeds can only be used for hitscan weapons like bullets and lasers.

Increase the fuel lifetime of the missile to 10 secs for now just to rule out that problem, you can turn it back later.

I also suggest removing the clip size and matching the scan rate to the delay between shots to avoid problems.


I did some testing with what you recommended and the good news is that the missile moves. Problem is that it does not target missiles and I cannot get it to do so. I tested it out against aircraft to see if it works at all and it targets them, but it does not target missiles.

Also by any chance, do you know how to make the missile come out of the back or bottom of the plane? They only come out like regular missiles.

This post has been edited by hawkseye17: 20 Aug 2016, 5:35
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Zeke
post 20 Aug 2016, 6:06
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QUOTE (hawkseye17 @ 20 Aug 2016, 12:17) *
I did some testing with what you recommended and the good news is that the missile moves. Problem is that it does not target missiles and I cannot get it to do so. I tested it out against aircraft to see if it works at all and it targets them, but it does not target missiles.

Also by any chance, do you know how to make the missile come out of the back or bottom of the plane? They only come out like regular missiles.


When you say does not target, do you mean the weapon doesn't even fire, or that the missiles fire but they can't accurately hit other missiles?

If you want them to come out of a specific place, you'll have to code the PDM weapon like the overlord's gattling cannon so you can set it to attack to a firepoint bone.


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hawkseye17
post 20 Aug 2016, 16:10
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QUOTE (Zeke @ 20 Aug 2016, 1:06) *
When you say does not target, do you mean the weapon doesn't even fire, or that the missiles fire but they can't accurately hit other missiles?

If you want them to come out of a specific place, you'll have to code the PDM weapon like the overlord's gattling cannon so you can set it to attack to a firepoint bone.



So when the missile attacks an aircraft, it works just fine.

When it comes to other missiles, it doesn't even fire.
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n5p29
post 21 Aug 2016, 12:56
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check RotR Paladin's PDL codes it is like what zeke suggested. importantly you'll need to make your anti-missile weapon has the same damage type with PDL weapon.


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hawkseye17
post 21 Aug 2016, 16:57
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QUOTE (n5p29 @ 21 Aug 2016, 7:56) *
check RotR Paladin's PDL codes it is like what zeke suggested. importantly you'll need to make your anti-missile weapon has the same damage type with PDL weapon.


Problem is that the Paladin PDL is a laser and coded as a laser. My version of the PDL is not a laser at all. It is a missile that attacks other missiles. Also the damage type is the same.
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Zeke
post 22 Aug 2016, 3:14
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QUOTE (hawkseye17 @ 21 Aug 2016, 23:57) *
Problem is that the Paladin PDL is a laser and coded as a laser. My version of the PDL is not a laser at all. It is a missile that attacks other missiles. Also the damage type is the same.


He's talking about how the Paladin's PDL uses the overlord turret module instead of the PDL module.


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hawkseye17
post 22 Aug 2016, 3:25
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QUOTE (Zeke @ 21 Aug 2016, 22:14) *
He's talking about how the Paladin's PDL uses the overlord turret module instead of the PDL module.


Oh. I've never delved into that kind of coding. What do I need to do? Also I still can't get the missile to fire at other missiles, I tried changing the weapon damage type to see if it had anything to do with it and that did not work either. Any suggestions?

This post has been edited by hawkseye17: 22 Aug 2016, 3:26
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Zeke
post 22 Aug 2016, 10:32
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QUOTE (hawkseye17 @ 22 Aug 2016, 10:25) *
Oh. I've never delved into that kind of coding. What do I need to do? Also I still can't get the missile to fire at other missiles, I tried changing the weapon damage type to see if it had anything to do with it and that did not work either. Any suggestions?


Looking at ROTR's paladin, or simply the USA Avenger or China Overlord Gattling Cannon should give you an idea of what you need to do.

Also, Show us your updated codes.


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hawkseye17
post 23 Aug 2016, 0:35
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QUOTE (Zeke @ 22 Aug 2016, 5:32) *
Looking at ROTR's paladin, or simply the USA Avenger or China Overlord Gattling Cannon should give you an idea of what you need to do.

Also, Show us your updated codes.



Weapon
CODE
Weapon AntiMissile
  PrimaryDamage       = 200.0
  PrimaryDamageRadius = 4.0
  AttackRange         = 200.0
  DamageType          = LASER
  DeathType           = EXPLODED;LASERED
  WeaponSpeed         = 200.0; dist/sec
  RadiusDamageAffects  = ENEMIES NEUTRALS
  DelayBetweenShots       = 250
  ClipSize                = 0
; ClipReloadTime          = 0
  ProjectileObject        = CounterMissile
  ProjectileDetonationFX  = WeaponFX_RocketBuggyMissileDetonation
  AntiSmallMissile        = Yes
  AntiBallisticMissile    = Yes
  AntiGround              = No
End


Behaviour
CODE
Behavior = PointDefenseLaserUpdate ModuleTag_CounterMissile01
   WeaponTemplate        = AntiMissile
    PrimaryTargetTypes    = SMALL_MISSILE BALLISTIC_MISSILE AIRCRAFT
    ScanRate              = 250
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End


The AIRCRAFT is the only thing that works. (ie. the missile launches)

This post has been edited by hawkseye17: 23 Aug 2016, 0:35
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Zeke
post 24 Aug 2016, 6:24
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Remove the weapon speed line in the weapon, it'll just interfere with the missile codes.

Try lowering the scan rate, or just set it to 0, and extending the scan range. It could just be the weapon's too slow to respond to missiles.

If that doesn't work, you might have to use overlord turret upgrade instead, since the PDL module honestly doesn't work very well.


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hawkseye17
post 24 Aug 2016, 23:16
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QUOTE (Zeke @ 24 Aug 2016, 1:24) *
Remove the weapon speed line in the weapon, it'll just interfere with the missile codes.

Try lowering the scan rate, or just set it to 0, and extending the scan range. It could just be the weapon's too slow to respond to missiles.

If that doesn't work, you might have to use overlord turret upgrade instead, since the PDL module honestly doesn't work very well.



THANK YOU SO MUCH, IT WORKED!!!

I had to use the overlord thing. Here's the codes for anyone that wants it.
CODE
  Behavior = OverlordContain ModuleTag_CounterMissile01
    Slots                   = 1
    DamagePercentToUnits    = 100%
    AllowInsideKindOf       = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret      = Yes
    PayloadTemplateName     = CounterMissileLauncher
  End


CODE
Object CounterMissileLauncher

; *** ART Parameters ***
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor    = Yes
    AttachToBoneInContainer = Engine01


    ConditionState = NONE
      Model         = NONE
    End
  End

; ***DESIGN parameters ***
  Side             = America
  EditorSorting    = SYSTEM
  TransportSlotCount = 1
  
  WeaponSet
    Conditions = None
    Weapon = SECONDARY AntiMissile

  End

  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor;
  End
  VisionRange     = 350

; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      AllowsPitch         = Yes
      ControlledWeaponSlots = SECONDARY
      TurretTurnRate        = 99999
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 30
  End

  Behavior             = DestroyDie ModuleTag_05
  End

  Geometry            = BOX
  GeometryMajorRadius = 6.0
  GeometryMinorRadius = 6.0
  GeometryHeight      = 10.0
  GeometryIsSmall     = No      

End
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{Lads}RikerZZZ
post 25 Aug 2016, 1:11
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pls join my games im lonely =c



Any chance we could get a video of it working? smile.gif


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hawkseye17
post 25 Aug 2016, 3:54
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QUOTE ({Lads}RikerZZZ @ 24 Aug 2016, 20:11) *
Any chance we could get a video of it working? smile.gif


Sadly I don't have any recording software. sad.gif

You can copy these codes to have it on a plane.

PS, I did this on ROTR using the berkut as the test plane.

Put inside plane code
CODE
  Behavior = OverlordContain ModuleTag_CounterMissile01
    Slots                   = 1
    DamagePercentToUnits    = 100%
    AllowInsideKindOf       = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret      = Yes
    PayloadTemplateName     = CounterMissile
  End


System Object or Misc or whatever, just somewhere.
CODE
Object CounterMissile

; *** ART Parameters ***
  
  Draw                    = W3DDependencyModelDraw ModuleTag_01
    OkToChangeModelColor    = Yes
    AttachToBoneInContainer = Engine01


    ConditionState = NONE
      Model         = NONE
    End
  End

; ***DESIGN parameters ***
  Side             = America
  EditorSorting    = SYSTEM
  TransportSlotCount = 1
  
  WeaponSet
    Conditions = None
    Weapon = SECONDARY AntiMissile

  End

  ArmorSet
    Conditions     = None
    Armor          = InvulnerableAllArmor
  End
  VisionRange     = 350

; *** ENGINEERING Parameters ***
  KindOf            = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CLICK_THROUGH IGNORED_IN_GUI
    Body            = StructureBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      AllowsPitch         = Yes
      ControlledWeaponSlots = SECONDARY
      TurretTurnRate        = 99999
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 30
  End

  Behavior             = DestroyDie ModuleTag_05
  End

  Geometry            = BOX
  GeometryMajorRadius = 6.0
  GeometryMinorRadius = 6.0
  GeometryHeight      = 10.0
  GeometryIsSmall     = No      

End


Put in Weaponobjects - The locomotor is the same one as the comanche missiles
CODE
Object CounterMissile

; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    
    ConditionState = NONE
      Model         = UVRockBug_m
      ParticleSysBone = Object03 TunnelDefenderMissileExhaust
      ParticleSysBone = Object03 EMissileFlame
    End
    
  End

  DisplayName       = OBJECT:Missile
  EditorSorting     = SYSTEM
  VisionRange = 0.0  

  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End
; *** ENGINEERING Parameters ***
  KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE CANNOT_RETALIATE;SMALL_MISSILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 200.0
    InitialHealth   = 200.0

   ; 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 = 200
    SubdualDamageHealRate = 100000
    SubdualDamageHealAmount = 50
  End


; ---- begin Projectile death behaviors
  Behavior = InstantDeathBehavior DeathModuleTag_01
    DeathTypes = NONE +DETONATED
   ; we detonated normally.
   ; no FX, just quiet destroy ourselves
  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_07
    Mass = 1
  End
  Behavior = MissileAIUpdate ModuleTag_08
    TryToFollowTarget     = Yes
    FuelLifetime          = 10000
    InitialVelocity       = 300               ; in dist/sec
    IgnitionDelay         = 0
    IgnitionFX            = FX_BuggyMissileIgnition
  End
  Locomotor = SET_NORMAL CounterMissileLocomotor

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0

End


Put in weapon.ini
CODE
Weapon BerkutAntiMissile
  PrimaryDamage       = 500.0
  PrimaryDamageRadius = 4.0
  AttackRange         = 300.0
  DamageType          = LASER
  DeathType           = EXPLODED;LASERED
; WeaponSpeed         = 200.0    ; dist/sec
  RadiusDamageAffects  = ENEMIES NEUTRALS
  DelayBetweenShots       = 250
  ClipSize                = 0
; ClipReloadTime          = 0
  ProjectileObject        = CounterMissile
  ProjectileDetonationFX  = WeaponFX_RocketBuggyMissileDetonation
  AntiSmallMissile        = Yes
  AntiBallisticMissile    = Yes
  AntiGround              = No
End


Do this and you should have the same thing I have, if not, just tell me.
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X1Destroy
post 25 Aug 2016, 13:52
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Interesting. I think I'll test this on my "Super Aurora". Definitely a much better choice than the generic looking PDL.

This post has been edited by X1Destroy: 25 Aug 2016, 13:53


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hawkseye17
post 25 Aug 2016, 22:44
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QUOTE (X1Destroy @ 25 Aug 2016, 8:52) *
Interesting. I think I'll test this on my "Super Aurora". Definitely a much better choice than the generic looking PDL.


You might have to change a few things if it isn't ROTR.
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X1Destroy
post 26 Aug 2016, 1:00
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Armageddon is here..............



Actually, that one is for ROTR.



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