Anti-Air fire at falling planes!

Anti-Air fire at falling planes!

Requests for features in the spring code.

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Pendrokar
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Joined: 30 May 2007, 10:45

Anti-Air fire at falling planes!

Post by Pendrokar »

Only this time make AA prioritize non-falling planes!!!
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Caydr
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Post by Caydr »

That causes a problem, what if anti air fires at the falling plane just as new planes enter the field of view? Precious milliseconds or much worse can be lost. Picture a Mercury wasting its only shot on an already-dead peeper and how you'd feel as a few brawlers then kill your Mercury.
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Thor
NOTA Developer
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Post by Thor »

+1

they actually already did prioritize iirc... this fix was completely unnecessary imho. it's frustrating when anti-air completely ignores a large airship plummeting down on top of your base. It would be nice if this were controllable by the mod.
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smoth
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Post by smoth »

how about we leave it fixed and the crap can be an option. I DO NOT WANT IT CHANGED BACK!


seriously, I don't want it reverted. Having anti air shooting at a ship doesn't help anyway because the fucking thing is regenerating anyway on the way down. OH and while your aa is still pluging that regenerating hulk other aircraft are fisting your base.
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Snipawolf
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Post by Snipawolf »

I like it this way. Leave it as the new update made it.
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Thor
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Post by Thor »

Actually, it did help, if you had a good amount of anti-air you would usually be able to destroy the ship before it hit the ground. And the anti-air already did a good job of prioritizing on living targets. I'm all for making it an option, but as it is it seems ridiculous to me that your units will ignore even a direct command to shoot the falling unit. I understand that this way is better for some mods, but at least in the case of nota, it was perfect before the update.
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Snipawolf
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Post by Snipawolf »

Then there can be an option.

I don't want it reverted in any case. Your mod may even have stronger AA firepower to compensate, so it all depends.
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Argh
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Post by Argh »

Um, you can script aircraft so that they cannot fire while Killed() is operating, solving this problem.
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KDR_11k
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Post by KDR_11k »

Killed is called after it hits the ground, not while it's falling.
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yuritch
Spring 1944 Developer
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Post by yuritch »

I decided to make a patch for this again (the patch that initially disabled fire at crashing units was mine). So, this time the modder has more control over what is fired on and what isn't.
A new section should be added to modrules.tdf:

Code: Select all

[FIREATDEAD]
{
  fireAtKilled=0;
  fireAtCrashing=0;
}
FireAtKilled controls the targetting of units running Killed() script, fireAtCrashing controls the targetting of crashing planes. The defaults for Spring 0.75 are
fireAtKilled=0;
fireAtCrashing=0;
Spring 0.74 behaviour was
fireAtKilled=1;
fireAtCrashing=1;
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smoth
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Post by smoth »

thanks yurtch
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MadRat
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Post by MadRat »

You da man, yuritch.
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Argh
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Post by Argh »

Sweet, that's a major hassle taken care of, balance-wise...
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MR.D
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Post by MR.D »

yes!@!@!@!!!!, thank god :D
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Pxtl
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Post by Pxtl »

I know the solution is already here, so I'm being damned silly for even mentioning this, but wouldn't the best approach be to allow modders to have a different unit for the dying-version of a plane? That is, when the plane is falling, it is replaced with unit X. Unit X has it's own health, it's own model, and most importantly: it's own unit groups that can be set to be ignored by Mercuries and avoided by others.

Ultimate (but silliest) solution: "ballistic" is a movement class, and provide a generic FBI way to say "when X unit dies, convert into a new Y unit". Use "ballistic" movement class for falling planes and complex scripted projectiles.

Either way, I'm rambling.
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MadRat
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Post by MadRat »

You were not really rambling. Your idea is clever.
manored
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Post by manored »

I think the OPTION of AA shooting on falling planes should be keeped, was it wouldnt be fun to see a falling plane coming straigh for your metal makers and being unable to do anything... :)
Saktoth
Zero-K Developer
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Post by Saktoth »

Ive won no small number of games by FPS'ing a crashing plane and getting it to fire an extra salvo.

Do this with a liche to finish off an adv fus for epic win- though ive also done it with EMP bombers to para an anti, and just regular bombers to take out nano fields, wind farms, etc.

P.S please dont fix this you guys are always ruining my hax. :(
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Pendrokar
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Post by Pendrokar »

AA should just have an aiming range bigger than their fire range, so they start targeting air units earlier and if there are no air units left in the aiming range then AA should fire at falling planes(exept Long range Anti-Air)!!!

Well I think in WW2 flaks were rdy for incoming bombers, but waited when they are in range!(Not sure about this though :) )
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MadRat
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Post by MadRat »

I'd of thought fps mode would of been disabled on the swan dive. That's an ugly thought someone could do that.

On the other hand, swapping units (a downgrade per se) would allow for pilot ejections, unarmed clones of the original to prevent doing last gasp shots on the swan dive, etc. LUA probably is capable of it of course.
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