Destroyable Missles
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Destroyable Missles
Is there a way to make missles have hitpoints and they can get hit by cannons and debree, + shockwaves for dmg only. It looks ok if the missle goes straight into a super blast and not be destroyed, but if missles had hp, we could make other missles fly into eachothe and cancel eachother out, and or have certain new intercept weapons where it purposly fires at a nuke or missles to knock it down. ALthough i probably already know the answer to this, but devolpers already have A BIG LIST OF THINGS TO DO AT THE MOMENT, AND WHAT YOU ASK IS REWRITTING THE ENTIRE PROJECTILLE WEAPON SYSTEM FOR SPRING, or that small chance of, yes, thatll be easy, which is funny because it isnt going to happen. And if you havent thought about it yet, add this to ur never ending list.
Yours Needingly,
Noruas
Yours Needingly,
Noruas
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- SwiftSpear
- Classic Community Lead
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The nuclear missle system in spring is rediculously hardcoded. I think we should just diss the whole thing and rebuild it making nukes in flight player unaccessable AI controlled units. Kamakazi style units that do thier death run with the player having no access to them while they are in process are something I've wanted for a while. Think of reaver balls in starcraft.
I was hoping we could get some mod side global AI support that locks out player input when a certain AI condition has been met.
I was hoping we could get some mod side global AI support that locks out player input when a certain AI condition has been met.
wouldn't it be better to have an 'projectiletargetedby= ' tag in the weapon code, and a 'targetsprojectile= ' tag in the code of the antiweapon, in the same style as shields?
You could also have a 'projectileHP= ' tag, in case you want it to take several hits...but that might be more complicated and be moving more towards making projectiles into 'dummy units' like you said...even so, it'd be nice to have![Smile :-)](./images/smilies/icon_smile.gif)
You could also have a 'projectileHP= ' tag, in case you want it to take several hits...but that might be more complicated and be moving more towards making projectiles into 'dummy units' like you said...even so, it'd be nice to have
![Smile :-)](./images/smilies/icon_smile.gif)
- SwiftSpear
- Classic Community Lead
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No because there's a half dozen things you can do with units that you can't do with hardcoded projectiles. Animation for one. HP, different movement behaviors (torpedoes that fire and run the waterline like boats won't need to be hardcoded), and with scripting tricks it basicly blows all the limitations of the current system open compleatly.Soulless1 wrote:wouldn't it be better to have an 'projectiletargetedby= ' tag in the weapon code, and a 'targetsprojectile= ' tag in the code of the antiweapon, in the same style as shields?
You could also have a 'projectileHP= ' tag, in case you want it to take several hits...but that might be more complicated and be moving more towards making projectiles into 'dummy units' like you said...even so, it'd be nice to have
[edit]Complexity isn't an enemy, modder limitations are the enemy.
in normal ta nukes can hit planes, so can anti's(and normal missles too), one game me and my cousin were playing vs some ai's, well, i was handling air and had all my airports automatically have the planes patrol around out base(as added defense), unfortunately it went right over my cousins nuke launcher, he nuked, it went straght up and hit the stream of planes and took out half our base... ive seen it happen with antis too(which then caused a nuke to make it into our base insted of being shot down x_x), and ive had normal missles miss they're target cause they hit a friendly plane etc.
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Hmm
Well, I've always thought that a "spawn unit" tag would be nice for projectiles and explosions. Then you could have deep-striking units, or recon-poles like in Metal Fatigue. The unit could automatically recieve a context-sensitive order for the target. Then you just need to add tags for "can't recieve orders" to the unit itself. Presto, you've got Starcraft reaver-style weapons. Of course, making it optionally return to restock/repair a-la Starcraft carriers would be a different story.
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Maybe this could be worked into the current shield system?
interceptshield=1;
Then it would use the reload,weapon type, reload, weapon model, color, velocity ect ect...
it would fire the interceptor at on a projected path and would run a random:
interceptacc=.5; (where 0.0000 = never works and 1.0000 = always works)
if it works, destroy both interceptor and projectile, if not, just let the interceptor runs its life out as the weapon describes. This way it would also already use the bitfields of the shield too.
how plausable is this?
interceptshield=1;
Then it would use the reload,weapon type, reload, weapon model, color, velocity ect ect...
it would fire the interceptor at on a projected path and would run a random:
interceptacc=.5; (where 0.0000 = never works and 1.0000 = always works)
if it works, destroy both interceptor and projectile, if not, just let the interceptor runs its life out as the weapon describes. This way it would also already use the bitfields of the shield too.
how plausable is this?
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
What about hitting the environment if the target is e.g. behind a hill?
Hm, will Spring ever introduce the blast-blocking environment of TA? You know, put a nuke into the side of a wall and the blast won't hit anyhing on the other side (would also work for preventing blasts from penetrating shields). That could be combined with an explosionheight tag that tells a weapon to aim at a specific height and explode upon hitting that. That's how real nukes work, after all.
Hm, will Spring ever introduce the blast-blocking environment of TA? You know, put a nuke into the side of a wall and the blast won't hit anyhing on the other side (would also work for preventing blasts from penetrating shields). That could be combined with an explosionheight tag that tells a weapon to aim at a specific height and explode upon hitting that. That's how real nukes work, after all.