View topic - Weapon minmum range tag


All times are UTC + 1 hour


Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Weapon minmum range tag
PostPosted: 20 Jun 2006, 20:26 
User avatar

Joined: 31 Jan 2006, 20:53
Hello!

This one is simple, i think, simply a tag like the weapons maxrange tag, only it would be minrange and simply specify the minimum distance to the target a unit can have and still fire said weapon. This is to prevent arty and support weapons being used in close combat...

thanks!

modderss / fans please support the idea if you think its worthwhile?
Top
 Offline Profile  
 
 Post subject:
PostPosted: 20 Jun 2006, 21:08 
Modeler
User avatar

Joined: 28 Apr 2005, 20:07
Location: Next to the girl with kaleidascope eyes
I think this already exists
Top
 Offline Profile  
 
 Post subject:
PostPosted: 20 Jun 2006, 21:32 

Joined: 19 Aug 2004, 16:38
Location: Togliatti, Russia
There's a minbarrelangle thing to disallow certain units from shooting below a certain angle - ergo, under a certain distance. But it would be easier to use if we could just specify the distance also.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 20 Jun 2006, 22:22 
MC: Legacy & Spring 1944 Developer
User avatar

Joined: 29 Apr 2005, 00:14
Location: #moddev - join it!
+1 from me, it would be rather useful, especially as it could be applied to LOS weapons that minbarrelangle shouldn't apply to
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 09:57 
User avatar

Joined: 31 Jan 2006, 20:53
I'm just going to BUMP this shamelessly, since i really need it for my HRPs wich are LOS weapons firing in trajectotyheight=1 and it looks silly when they fire really close...
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 14:23 
Game Developer
User avatar

Joined: 25 Jun 2006, 07:44
Location: Germany
I'd also back this since I've got units that "order airstrikes", i.e. fire weapons from a very high gunpoint (a few thousand units up) and I don't want them to use those weapopns to strike a target that's right next to them (mostly because of AoE).

Alternatively, how about a "distance to closest friendly" tag that would prevent the unit from automatically firing when the shell would come down closer than n "pixels" to a friendly unit (again for said units, kinda annoying to have them blow away half your attack force because an enemy scout got close enough)? Or is that implemented and I can just not find it?
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 14:33 
Modeler
User avatar

Joined: 28 Apr 2005, 20:07
Location: Next to the girl with kaleidascope eyes
Spring is already far, far too paranoid about shooting friendlies (and even the sodding trees) thank you. Keep your artillery seperate from regular units, put them on hold fire and manually order them to fire at targets. Artillery aren't good for shooting moving things anyway, and making sure artillery shells don't land on advancing forces is your job as commander
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 15:25 

Joined: 27 Feb 2006, 21:19
Guessmyname wrote:
Spring is already far, far too paranoid about shooting friendlies (and even the sodding trees) thank you.


Not really. Beamlasers, for example, will refuse to shoot if there's a friendly or a tree in the way. Dumbfire rockets, on the other hand, are only all too glad to blow away a friendly unit that's standing still right in their path.

centurion: Shouldn't the HRP be a ballistic weapon? Especially on the Spit, where its mounted on its back and fires up over its head?
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 17:30 
User avatar

Joined: 31 Jan 2006, 20:53
Yes it is supposed to be a ballistic weapons, but because of a Spring quirk missile type weapons with smoketrails cannot be ballistic at the same time, and that sucks. However with the trajectoryheight=1 weapon tag the weapon flies up into the air in a 45 degree arcing pattern and appears to be a ballistic weapons. However at close ranges it just looks silly. Another problem with defining it as a LOS weapon is that there are no accuracy modifiers so all the rockets in the salvo lands in the same spot, taking away from the area saturation support weapon. I might switch out the weapon to behave like a ballistic weapon just to get this right despite the lack of smoketrails... I'd wish missileweapons could be ballistic...
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 18:06 

Joined: 27 Feb 2006, 21:19
Check the way Argh does the Archers in Nanoblobs. There is a way to get smoketrails on ballistic weaps.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 19:57 
Game Developer
User avatar

Joined: 25 Jun 2006, 07:44
Location: Germany
Nope, those are missiles and use the wobble tag to generate inaccuracy. I wish sprayangle would work on missiles, the wobble looks silly in many cases.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 02 Jul 2006, 20:53 

Joined: 27 Feb 2006, 21:19
KDR_11k wrote:
Nope, those are missiles and use the wobble tag to generate inaccuracy. I wish sprayangle would work on missiles, the wobble looks silly in many cases.


Right, but they're the right thing for Heavy Gear HRPs, which fire in an arcing trajectory with inaccuracy.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 03 Jul 2006, 05:29 
User avatar

Joined: 31 Jan 2006, 20:53
wobble, you say? Where could i get more info about this tag?
Top
 Offline Profile  
 
 Post subject:
PostPosted: 03 Jul 2006, 15:34 
Game Developer
User avatar

Joined: 25 Jun 2006, 07:44
Location: Germany
I don't know where you can find info, I never found much documentation about TA Spring but you can add the tag to your weapon def and see what happens. Values of a few thousand should produce a visible effect, the missiles start curving randomly. You get drunken missiles. Not sure how exactly the value works, the impact area tends to spread overproportionally more with larger numbers. It works with direct trajectory missiles too but since the randomness is along the flight path instead of the impact site you'll see them sail past the target and come down a few kilometers behind it.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 03 Jul 2006, 15:36 
Imperial Winter Developer

Joined: 06 Feb 2005, 13:42
Location: Fort Worth
65536 = 360 degrees. While I don't know exactly how this relates to wobble (probably how far it can turn in any given swerve), I know it's the scale it uses.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 03 Jul 2006, 17:44 
Expand & Exterminate Developer
User avatar

Joined: 22 Nov 2005, 22:58
Location: My Relationship with Spring is complicated!
The Wobble tag works like the Turnrate tag... turnrate is a rate at which the weapon turns towards its target.. wobble is a rate at which the weapon will turn in a random direction.. its very hard to control slight differences in value will cause a massive shift in spread..

Another note about wobble is that the turn rate tag affects wobble so the higher your turnrate the higher your wobble is going to have to be to affect that weapon.. this only works with missile weapons as does the high trajectory tag...


That said We need minimum ranges the reason for this is very simple:

Missile units firing via wobble unless they have a massive wobble (thus making them insanely inaccurate) tend to become very lethal at short range something that most people dont expect from an "artillery" unit. Because unlike the accuracy tag wobble's inaccuracy is based on how long the missile has to fly to the target, at short range their is almost no inaccuracy this means units firing Raven/catapult style volleys become absolutely deadly at short range as all 10-20 of the missiles they fire will hit the same target for massive damage..
Top
 Offline Profile  
 
 Post subject:
PostPosted: 03 Jul 2006, 17:46 
User avatar

Joined: 04 Dec 2005, 15:49
Location: Somewhere. In. Britain.
Fanger wrote:
absolutely deadly at short range as all 10-20 of the missiles they fire will hit the same target for massive damage..


Hit its weak point for MASSIVE DAMAGE.

Sorry, Couldn't resist.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 03 Jul 2006, 23:35 
User avatar

Joined: 23 Oct 2004, 00:43
I would be all for this with one specific modification: the AI knows about it. Units move forward to get their weapons into maximum firing range, and likewise I want to see my artillery intelligently back off to keep an enemy within minimum firing range.
Top
 Offline Profile  
 
 Post subject:
PostPosted: 04 Jul 2006, 01:21 
User avatar

Joined: 07 Mar 2006, 03:29
Location: Leicester, UK (termtime); South Essex, UK (holidays)
Pxtl wrote:
I would be all for this with one specific modification: the AI knows about it. Units move forward to get their weapons into maximum firing range, and likewise I want to see my artillery intelligently back off to keep an enemy within minimum firing range.


well KAI already does, so that's not a problem :-)
Top
 Offline Profile  
 
 Post subject:
PostPosted: 04 Jul 2006, 02:36 
AI Coder
User avatar

Joined: 14 Sep 2004, 10:32
Location: Cookieland
He meant Sub/Game AI not skirmish AI.
Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 21 posts ]  Go to page 1, 2  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Site layout created by Roflcopter et al.