Can somebody please fix missiles?

Can somebody please fix missiles?

Requests for features in the spring code.

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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Can somebody please fix missiles?

Post by Erik »

Missilelauncher type weapons cannot attack targets on hills because missiles fall short all the time.
This bug exists for ages now, could someone familiar with the code look over this?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Can somebody please fix missiles?

Post by smoth »

Not an engine bug but a weapon feature. Give the missiles a better lifetime.
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Can somebody please fix missiles?

Post by Erik »

lifetime does not change anything and on plain ground it shoots maximum range easily, while even the tiniest hill will make it slam into the ground headfirst at about half of the distance traveled.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Can somebody please fix missiles?

Post by knorke »

its not lifetime but flighttime
even the tiniest hill will make it slam into the ground headfirst at about half of the distance traveled.
if you mean that they fly too close to ground, try trajectoryheight for an arced flight path?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Can somebody please fix missiles?

Post by smoth »

knorke wrote:its not lifetime but flighttime
thanks, I knew it was something like that.


it seems eric is indicating a possible problem with his AIMPIECE maybe?
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Can somebody please fix missiles?

Post by Pressure Line »

smoth wrote:it seems eric is indicating a possible problem with his AIMPIECE maybe?
AND/OR wobble/dance/sprayangle
AND/OR the centroid of the unit it is shooting at
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Can somebody please fix missiles?

Post by Erik »

So this is what happens:

Both missile launchers fire at maximum range, the southern terrain is slightly raised.

Both fire similar but halfway through the southern missile just decides to nosedive into the ground after completing half the distance.
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missile_demo3.png
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missile_demo2.png
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missile_demo1.png
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Re: Can somebody please fix missiles?

Post by jK »

that's flightime
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Can somebody please fix missiles?

Post by Forboding Angel »

If they are unguided, just use a cannon and fake it with a model + CEG. Far less annoying.
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Can somebody please fix missiles?

Post by Erik »

that's flightime
No.
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Can somebody please fix missiles?

Post by jK »

Code: Select all

FlightTime	 For missile weapons, how long before their engines turn off and they fall to the ground (becoming essentially ballistic projectiles). Can cause overshoot exploits if too high, or missiles falling short of their targets if too low. Can be any numeric value.
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Can somebody please fix missiles?

Post by Erik »

The missiles don't fall short. They hit their target as intended if its on the same height.
If the target is even even slightly elevated the missile steers into the ground halfway trough, no matter if it has a flight time of 5,20 or a million.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Can somebody please fix missiles?

Post by knorke »

post the weapondef for weapontesting

Image
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: Can somebody please fix missiles?

Post by Erik »

Code: Select all

    missile  = {
      name                    = "he missile",
      weaponType              = [[MissileLauncher]],

     damage = {
       Default = 2000,
       Tank = 1000, 
     },	      
     areaOfEffect            = 350,
     edgeEffectiveness=0.0,
     reloadtime              = 40.0,


        SoundStart=[[bigmissile]],
        SoundStartVolume=6.1,    
        explosiongenerator=[[custom:tac_nuke]],  
        cegTag                  = "missile_trail",

		soundhit=[[Mini_Nuke]],
		soundhitvolume=13,


     startvelocity	     = 1500,
     weaponVelocity          = 1500,
     acceleration	     = 550,
     range                   = 2000,
     
     tolerance               = 450,
     lineOfSight             = false,	      
     turret                  = true,
     craterMult              = 0,	
     
     turnrate=2700,
flighttime=200000,

		  collidefriendly         = 0,
       avoidFeature		  =0,
       avoidFriendly		  =0,

     trajectoryheight=3.1,
	 


      model="prom_nuke.s3o",
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Can somebody please fix missiles?

Post by Pressure Line »

iirc missiles with a trajectoryheight over 2 or so need to be homing missiles (it can be super-crap homing) otherwise they break horribly (as seen here)
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