In spring 91 units can't forcefire where they don't have los

In spring 91 units can't forcefire where they don't have los

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

In spring 91 units can't forcefire where they don't have los

Post by Forboding Angel »

Only Affects units with commandfire = true,


In Evo, unitname is eexnukearty

Code: Select all

local weaponDefs = {
  nukeartyweapon = {
    badTargetCategory = [[ARMORED LIGHT]],
    accuracy           = 200,
    AreaOfEffect       = 1000,
    avoidFriendly      = false,
    ballistic          = true,
    cegTag             = "nukeartyshot",
    collideFriendly    = false,
	commandfire		   = true,
    explosionGenerator = "custom:nukeartyexpl",
	energypershot      = 100,
    id                 = 172,
    impulseFactor      = 0,
    interceptedByShieldType = 4,
    name               = "Light Cannon",
    range              = 2500,
    reloadtime         = 12,
    weaponType		   = "Cannon",
    soundHit           = "nukeartyhit.wav",
    soundStart         = "nukeartyshot.wav",
    startsmoke         = "1",
    tolerance          = 2000,
    turret             = true,
    weaponVelocity     = 800,
	customparams = {
	  damagetype		= "antibuilding",  
    }, 
    damage = {
      default           = 1000,
    },
  },
}
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knorke
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Joined: 22 Feb 2006, 01:02

Re: In spring 91 units can't forcefire where they don't have

Post by knorke »

please make threads with more content.
Only Affects units with commandfire = true,
commandfire is a weapon thing, not unit.
i gave 3000 range to the ARM_DISINTEGRATOR and ARMCOMLASER, both used by arm_commander in xta.
3000 range is far outside LOS but dgunning and firing laser still worked.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: In spring 91 units can't forcefire where they don't have

Post by Forboding Angel »

Try it with a cannon, high trajectory weapon.

What more content do you need? Doesn't the weapondef give you everything?

It's a cannon with a range of 2500, It must be forcefired, it has a tolerance of 2000 and a velocity of 800 and high trajectory is forced. It has a problem of not being able to be force fired unless commandfire is removed.

I find it frustrating that you check with a dgun and a laser, but not with a cannon...
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: In spring 91 units can't forcefire where they don't have

Post by Forboding Angel »

Image

Easily duplicated with armmart in BA (since you guys like using BA so much for testing).
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: In spring 91 units can't forcefire where they don't have

Post by Silentwings »

Could you make it clearer what it is you're trying to test?

Armmart in BA does not use commandfire=true, by default.

So I tried adding commandfire=true to armmart weapon defs and the result was that it wouldn't fire at any spot on the ground, regardless of range/LOS.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: In spring 91 units can't forcefire where they don't have

Post by Forboding Angel »

The picture shows that the unit has an attack order, but the fact that it's pathing shows that the unit is moving, regardless of the fact that it has a clear line of fire to the targeted area.

Code: Select all

		weapondefs = {
			arm_artillery = {
accuracy           = 200,
    AreaOfEffect       = 1000,
    avoidFriendly      = false,
    ballistic          = true,
    collideFriendly    = false,
	commandfire		   = true,
	energypershot      = 100,
    id                 = 172,
    impulseFactor      = 0,
    interceptedByShieldType = 4,
    name               = "Light Cannon",
    range              = 2500,
    reloadtime         = 12,
    weaponType		   = "Cannon",
    startsmoke         = "1",
    tolerance          = 2000,
    turret             = true,
    weaponVelocity     = 800,
				damage = {
					bombers = 15,
					default = 165,
					fighters = 15,
					subs = 5,
					vtol = 15,
				},
			},
		},
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: In spring 91 units can't forcefire where they don't have

Post by knorke »

what is that second weapondef? the one in
ba772.sdz \ units \ armmart.lua
looks very different.
What more content do you need?
maybe this:
Try it with a cannon, high trajectory weapon.
your threads are always so much guessing and witchfinding, iam out.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: In spring 91 units can't forcefire where they don't have

Post by Forboding Angel »

Obviously, it's my weapondef transplanted into an arm luger.

It occurred to me that i can achieve the same results by removing commandfire and setting the default firestate on these units to hold fire.
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