Is there a way to get aim to be above/below targets?

Is there a way to get aim to be above/below targets?

Requests for features in the spring code.

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MadRat
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Joined: 24 Oct 2006, 13:45

Is there a way to get aim to be above/below targets?

Post by MadRat »

Kind of like an aimforzoffset (+/- aims it high/low of target) tag?
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Pressure Line
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Post by Pressure Line »

im not even sure if i should ask why you would deliberately want a weapon to miss...
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

I was rather pondering that too.

Anyway, it can be done using AimFromWeapon, or atleast will be when that is properly implemented.
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Neddie
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Post by Neddie »

That would be ideal for scripted mission stuff.
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KDR_11k
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Post by KDR_11k »

AimFromWeapon only changes the turning on the unit, not the target of the final shot. You could emit-sfx a shot that goes above or below the target.
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FLOZi
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Post by FLOZi »

?

If it's been implemented properly it should work. i.e. the weapon is aimed from point A, and emitted from point B..

Oh balls I cba explaining it. It worked in OTA.
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KDR_11k
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Post by KDR_11k »

Weapons don't care which way the unit is turned, they don't look at the piece structure at all (other than checking the position but not the orientation of the QueryWeapon piece). They just assume that AimWeapon returning true means the barrel is lined up. All shots are spawned facing from the QueryWeapon piece to the target unless fixedLauncher (SVN only) or sweepFire are set for weapons that use them.
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MadRat
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Post by MadRat »

FloZi, I'd like to tune some weapons that fall short of their target as a ballistic shot, yet I don't want the ability for the said shot to overshoot the target by much. This would give me the ability to do airbursts over ground and air targets by tweaking collision spheres of the weapon.
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FLOZi
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Post by FLOZi »

KDR_11k wrote:Weapons don't care which way the unit is turned, they don't look at the piece structure at all (other than checking the position but not the orientation of the QueryWeapon piece). They just assume that AimWeapon returning true means the barrel is lined up. All shots are spawned facing from the QueryWeapon piece to the target unless fixedLauncher (SVN only) or sweepFire are set for weapons that use them.
I know, but the 'firing solution' if you will ought to be computed from the AimFrom point, and then emitted from the query point, a difference between the two could be used in OTA to force a weapon to over/under fire.
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KDR_11k
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Post by KDR_11k »

Well, I didn't do it like that because I wanted the AimFromWeapon patch to fix stuff, not break it. Existing scripts can have pretty nonsense AimFromWeapon settings so with the patch there's a big chance they might end up aiming completely wrong. I figured it wouldn't break anything important if it's purely cosmetic (doesn't matter if the turret looks like it's aiming the wrong way as long as the shots go the right way) but if the shots would miss based on the AimFromWeapon piece the patch would have been unacceptable.
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MadRat
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Post by MadRat »

Coupled to ilmtitan's new grenade/groundbounce patch, this would be nice.
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