About fire angel system... |
About fire angel system... |
19 Apr 2018, 12:59
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#1
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Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
In Ench there are fire angel system, allowing artillery unit use different fire pitch for different weapon(a precise but shorter range and a long range but inaccurate one)
However I don't get its code's logic First for different fire pitch there should be two turret, but..... Turret = TURRET TurretPitch = TURRETEL AltTurret = TURRET AltTurretPitch = TURRETEL (shocking...) Well I see if I just copy that there will be a problem, when the unit using its primary weapon. The turret will instantly recover to default state after fire,and will pitch from default if weapon change frome secondary to primary. And the author also said there is some code fixing it: TransitionState = TRANS_UsingA TRANS_None Model = AVM270 Animation = AVM270.AVM270 AnimationMode = ONCE AnimationSpeedFactorRange = -3.0 -3.0 Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA End TransitionState = TRANS_UsingAReallyDamaged TRANS_ReallyDamaged Model = AVM270_D Animation = AVM270_D.AVM270_D AnimationMode = ONCE AnimationSpeedFactorRange = -3.0 -3.0 Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA End Can't figur out what it do and how it fix the problem.... |
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22 Apr 2018, 18:07
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#2
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
can you also post the full W3DTankDraw,AIUpdateInterface and the weapon code?
This post has been edited by Omeka88: 22 Apr 2018, 18:17 -------------------- |
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23 Apr 2018, 13:28
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#3
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Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
Here is the full code of it. I just can't figur out how that anima should be. From what I seen myself, set both turret and alt-turret on same model part will cause one problem: if they have different firepitch(A and , change weapon(which belong to turret and alt-turret) will cause the model pitch change instantly between A and B, like it only depend on whether the pitch is finish but not really absolute pitch value
Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = AVM270_SW Turret = TURRET TurretPitch = TURRETEL AltTurret = TURRET AltTurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponA TransitionKey = TRANS_None End AliasConditionState = DAMAGED ConditionState = REALLYDAMAGED Model = AVM270_SW_D Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponA TransitionKey = TRANS_ReallyDamaged End AliasConditionState = RUBBLE ConditionState = USING_WEAPON_A Model = AVM270_SW Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA TransitionKey = TRANS_UsingA End AliasConditionState = DAMAGED USING_WEAPON_A ConditionState = REALLYDAMAGED USING_WEAPON_A Model = AVM270_SW_D Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA TransitionKey = TRANS_UsingAReallyDamaged End AliasConditionState = RUBBLE USING_WEAPON_A ConditionState = USING_WEAPON_B Model = AVM270_SW AltTurret = TURRET AltTurretPitch = TURRETEL WeaponLaunchBone = SECONDARY WeaponA End AliasConditionState = DAMAGED USING_WEAPON_B ConditionState = REALLYDAMAGED USING_WEAPON_B Model = AVM270_SW_D AltTurret = TURRET AltTurretPitch = TURRETEL WeaponLaunchBone = SECONDARY WeaponA End AliasConditionState = RUBBLE USING_WEAPON_B ; This fixes a certain failed turret engine issue -VectorIV ; -------------------------------------------------------------------- TransitionState = TRANS_UsingA TRANS_None Model = AVM270_SW Animation = AVM270_SW.AVM270_SW AnimationMode = ONCE AnimationSpeedFactorRange = -3.0 -3.0 Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA End TransitionState = TRANS_UsingAReallyDamaged TRANS_ReallyDamaged Model = AVM270_SW_D Animation = AVM270_SW_D.AVM270_SW_D AnimationMode = ONCE AnimationSpeedFactorRange = -3.0 -3.0 Turret = TURRET TurretPitch = TURRETEL WeaponLaunchBone = PRIMARY WeaponA End ; -------------------------------------------------------------------- TrackMarks = EXTnkTrack.tga End For the model, it is in Ench MOD |
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23 Apr 2018, 13:30
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#4
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Group: Members Posts: 149 Joined: 1 March 2014 From: China(Mainland) Member No.: 10320 |
Here is its turret setting
Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 20 ; turn rate, in degrees per sec TurretPitchRate = 10 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 20 ; turn rate, in degrees per sec TurretPitchRate = 10 FirePitch = 55 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes ControlledWeaponSlots = SECONDARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End |
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23 Apr 2018, 23:19
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#5
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Group: Members Posts: 48 Joined: 14 July 2017 From: Roma Member No.: 15601 |
can't see a workaroud
in my testmodel the unit always rotate only on secondary weapon mode , primary weapon fire from a side and the turret like your's just go back to default position and don't rotate at all maybe is me or the Engine is pretty shitty 2 different turret work just fine but not 2 of the "same" turret -------------------- |
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17 Feb 2019, 5:12
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#6
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Group: Members Posts: 46 Joined: 18 June 2015 From: Shanghai,China Member No.: 11608 |
I don't know, but it seems that the "re-positioning" of the artillery turret pitch is completed by an transition animation rather than "real" turret pitch angle change. Therefore I guess maybe they use the "AnimationSteeringUpdate" (which can be found in the original GLA combat bike) to ensure the transition animation is completed before acutal fire.
CODE Behavior = AnimationSteeringUpdate ModuleTag_17 MinTransitionTime = 300 End Also, I guess to make sure WeaponB won't fire on its own until the pitch angle change animation is played, maybe there're a few Pre-Attack parameters in its Weapon.ini setting. Weapon A vice versa. Since I never played the mod you mentioned (Also I didn't find it in Moddb lol ), I suggest posting the full code of this unit if the suggested mechanism is not the actual case. |
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