New missile movement type.

New missile movement type.

Requests for features in the spring code.

Moderator: Moderators

==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

New missile movement type.

Post by ==Troy== »

It would be nice to have a more realistic missile behaviour in game, where the missile first detaches from the plane, and then starts ignition.

Lua-wise it would be just a timer with default 0.

The behaviour is such that :

1) missile launched, behaves as a bomb, still virtually tracking the position of the target. Timer is running
2) Timer expired
3) Ignition started, the missiles starts to accelerate towards the target with given parameters.


This is necessary for the mods (such as blood and steel) that aim at more realistic missile behaviour, while I could not find a good way to do this in lua.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: New missile movement type.

Post by manolo_ »

==Troy== wrote:It would be nice to have a more realistic missile behaviour in game, where the missile first detaches from the plane, and then starts ignition.

Lua-wise it would be just a timer with default 0.

The behaviour is such that :

1) missile launched, behaves as a bomb, still virtually tracking the position of the target. Timer is running
2) Timer expired
3) Ignition started, the missiles starts to accelerate towards the target with given parameters.


This is necessary for the mods (such as blood and steel) that aim at more realistic missile behaviour, while I could not find a good way to do this in lua.
nice idea
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: New missile movement type.

Post by Das Bruce »

If you are the first person to respond to a thread, you do not have to quote the entire post if you only want to say, "Nice idea". I'm sure we'll figure out what you were refering to. :lol:

That being said, how much lua control do we have over projectiles at the moment? Last I heard it was minimal at best, but that was a while back.
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: New missile movement type.

Post by manolo_ »

Das Bruce wrote:If you are the first person to respond to a thread, you do not have to quote the entire post if you only want to say, "Nice idea". I'm sure we'll figure out what you were refering to. :lol:

That being said, how much lua control do we have over projectiles at the moment? Last I heard it was minimal at best, but that was a while back.
YOU r right epilepsyparty
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: New missile movement type.

Post by ==Troy== »

On top of that several other improvements :

1) Allow to specify starting velocity of the "ejection", i.e. missile is poped up
2) Allow to specify initial rotation speed (with random values possible)
3) Allow to let the missile TRACK the target while the ignition has not started (i.e. it popped up, turned to target, then ignites)
3*) Allow the missile to have a flag for a conditional ignition (i.e. turned to target)


Uses? Multiple, huge improvements for visuals, and huge improvements for the sophistication of the games, vertical missile launchers which pop out the missile, let it turn to target first, and then accelerate towards it, planes having actually real missiles, not rocket pods, BA raven having its missiles "spring" into the air, and then ignite, actually giving a reason for its tremendous innacuracy, etc etc etc.



http://www.youtube.com/watch?v=TDDxq-3UTZE&feature=fvst
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: New missile movement type.

Post by Google_Frog »

Have you messed around with StarbustLauncher to see if you can achieve the desired behaviour?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: New missile movement type.

Post by KDR_11k »

Google_Frog wrote:Have you messed around with StarbustLauncher to see if you can achieve the desired behaviour?
The StarBurst will still emit smoke and accelerate immediately
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: New missile movement type.

Post by luckywaldo7 »

Wouldn't it be do-able in the unit script? You could have the missile dropping as part of the animation, and then when it "ignites" it is hidden and replaced with the actual projectile.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: New missile movement type.

Post by KDR_11k »

That wouldn't work terribly well, if the unit turns while launching that it looks silly, if the unit gets killed it doesn't fire and if the unit decides not to shoot for some reason the dropped missile just disappears.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: New missile movement type.

Post by ==Troy== »

You also do not get all of the other options which I described, such as ability to specify a random angular moment of the missile, and conditionals for the ignition.

And no Google, as KDR already said, that doesnt work. there is no good way to simulate what I am asking with already available tools.
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: New missile movement type.

Post by KaiserJ »

fff that would look so cool
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: New missile movement type.

Post by Master-Athmos »

Didn't we get some Lua functions which could blow a projectile and fire a new weapon from that position some while ago? If you can pass on the target it would work this way. Make the unit fire its weapon, destroy the projectile after a couple of seconds, fire the new weapon from the projectile's destination. Should work...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New missile movement type.

Post by Argh »

We can't create new weaponprojectiles atm, unless something new has been added. It's one of the big annoyances. We could do Troy's request and a whole bunch of other things if this wasn't the case.
Fri13
Posts: 54
Joined: 03 Feb 2007, 13:15

Re: New missile movement type.

Post by Fri13 »

KDR_11k wrote:That wouldn't work terribly well, if the unit turns while launching that it looks silly, if the unit gets killed it doesn't fire and if the unit decides not to shoot for some reason the dropped missile just disappears.
So the real life looks silly and does not work so well?

The missiles, as any of the ammos, should stay alive after the fire when the unit gets killed. And if unit shoots and then turns, the rocket should go to that direction where it was shooted. When it is a missile, it would be independent totally.

And if unit decides not to shoot, then it would not shoot at all and missile would not be fired.

The real life is such that missiles/rockets gets dropped first or has small boost with other way, after the launch (under few seconds) the missile/rocket own engine will fire. If it is a missile, it will start own burner and then aim to the target and start flying.

http://www.youtube.com/watch?v=TDDxq-3UTZE (the tank has filled with explosives)
http://www.youtube.com/watch?v=KqUb23XCTCY

On fighters the thing is different, they just drop the missile and it starts flying almost instantly. It is just something what is not so different from current missiles. http://www.youtube.com/watch?v=BmnC2r8fRz8 (if you are wondering why the F-22 makes 180 degree turn before launching, it is for giving a clear a radar pinpoint for ground radars (F-22 is not invisible for radar) so it is harder to find (after it is easier to track). And when it comes heavier missiles (cruise missiles etc), there is longer time until the missile own engine is started.

The rocket launching is different depending the weapon, many times when it is possible, they are launched with their own engines. Usually this means they are shooted from the tube where no one is behind it.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: New missile movement type.

Post by ==Troy== »

I think you need to re-read KDR's post and what it was applied to.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: New missile movement type.

Post by Forboding Angel »

Fri13 wrote: So the real life looks silly and does not work so well?

The missiles, as any of the ammos, should stay alive after the fire when the unit gets killed. And if unit shoots and then turns, the rocket should go to that direction where it was shooted. When it is a missile, it would be independent totally.
Learn what you are taking about before typing plox. The suggestion was to do it via script. If done from a script the dropped missile is part of the unit model, not independent of it.

In order to do this properly, we need engine support for it.
Fri13
Posts: 54
Joined: 03 Feb 2007, 13:15

Re: New missile movement type.

Post by Fri13 »

Forboding Angel wrote: Learn what you are taking about before typing plox.
I already noticed that post what I quoted was not for original post. But you should not be so negative right away!
Just check out the post itself and maybe you understand as well the possibility for mistake.
The suggestion was to do it via script.
Yes it was. But maybe people should start quoting more the people/parts what/who they are commenting. It is not even enough that if the writers message is just after the post what writer is commenting.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: New missile movement type.

Post by KDR_11k »

So you can't tell I'm responding to the post right before mine without a quote?

EDIT: Tried to use Lua to force the projectile to stay slow until a timer expires, doesn't work. Missiles don't care about SetProjectileVelocity.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: New missile movement type.

Post by Argh »

Missiles don't care about SetProjectileVelocity
No. Only Piece projectiles were affected by that change.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: New missile movement type.

Post by KDR_11k »

Sounds like something that needs patching. After all that's what we have OOP polymorphy for.
Post Reply

Return to “Feature Requests”