Units don't turn in order to fire their arc-ed weapons
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Units don't turn in order to fire their arc-ed weapons
If a unit has, say, 16 weapons, all of them with arcs, it doesn't know to orient itself so that weapon1 is in its firing arc. Baaaad implications here. Any unit with that many weapons probably has to have arcs in order for the extra guns to be useful, but almost certainly will have a direction that it's "supposed" to point so that its main weapons can fire at the main target.
Anyone know a workaround? I really hope there's something that can be done about this.
Anyone know a workaround? I really hope there's something that can be done about this.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
This is ground unit behaviour I'm talking about here. Say, for instance, if EE got a tank with a bunch of turrets... when told to attack something, as long as ONE of the guns was capable of firing, it wouldn't rotate so that it was facing its target. Micromanagement isn't the answer.
weapon1=laser;
weapon2=laser;
weapon3=laser;
weapon4=freakinghugemotherlaserofdoom;
weapon5=laser;
weapon6=laser;
weaponprimary=4;
Would be ideal.Min3mat wrote:a way to determine which weapon it will turn to fire when given a attack order
weapon1=laser;
weapon2=laser;
weapon3=laser;
weapon4=freakinghugemotherlaserofdoom;
weapon5=laser;
weapon6=laser;
weaponprimary=4;
Weaponprimary is primary weapon! I mean, weapon1. That new tag is entirely unnecessary.Caydr wrote:Would be ideal.Min3mat wrote:a way to determine which weapon it will turn to fire when given a attack order
weapon1=laser;
weapon2=laser;
weapon3=laser;
weapon4=freakinghugemotherlaserofdoom;
weapon5=laser;
weapon6=laser;
weaponprimary=4;
Use:
weapon1=freakinghugemotherlaserofdoom;
weapon2=laser;
weapon3=laser;
weapon4=laser;
weapon5=laser;
weapon6=laser;
We need attack behavior tags anywho... ie.. we need some way to determine from which angle from center a unit will attack at or something like that... For example take Homeworld 2 (yes not the same sort of game but bear with me) they had several attack sorts, one was called broadside, in that mode the ship would just turn sideways depending on which side was easier and start shooting from a broadside position.. it would be helpeful if i could put a tag on my giant tank/ship/whathaveyou that said turn to side when attacking so that it would broadside, or stay front, or whatever other retarded angle I want..
all I think he wants, is for the ship to choose a primary target (or be microed one) and then move in such a way that it aims it's body at that target, meanwhile all the smaller weapons would independently target any available items that happen to be in range as the main body moves to fire on the primary... what it does now is, chooses or gets assigned a target, and then moves until ANY of it's weapons are able to fire on it, and then stops manouvering... not the desired effect...
YEEEHAW! That's what I want exactly.SinbadEV wrote:all I think he wants, is for the ship to choose a primary target (or be microed one) and then move in such a way that it aims it's body at that target, meanwhile all the smaller weapons would independently target any available items that happen to be in range as the main body moves to fire on the primary... what it does now is, chooses or gets assigned a target, and then moves until ANY of it's weapons are able to fire on it, and then stops manouvering... not the desired effect...
Problem is, despite my excellent ability to read minds... I am very very poor at acctually coding.Caydr wrote:YEEEHAW! That's what I want exactly.SinbadEV wrote:all I think he wants, is for the ship to choose a primary target (or be microed one) and then move in such a way that it aims it's body at that target, meanwhile all the smaller weapons would independently target any available items that happen to be in range as the main body moves to fire on the primary... what it does now is, chooses or gets assigned a target, and then moves until ANY of it's weapons are able to fire on it, and then stops manouvering... not the desired effect...
- centurion-1
- Posts: 169
- Joined: 31 Jan 2006, 20:53
I second this request, it is vital to the functioning of my Gears in Gear Commander but also realstic infantry is impossible without this feature. Otherwise the upper torso of human soldiers would swivel in a 360 degree manner and we all know that is impossible and looks quite stupid. That is why I think it'd be quite important.
If a unit has only one weapon, and it has an arc, the unit will turn itself so that the turret piece an aim within that arc. But if it has more than one weapon, as long as one of them can fire, it will not turn. So, your infantry would be fine, but that's not so with your "Gears" I'm guessing (not familiar with gc)
Gears would be fine - most of their weapons have the same arc. A lot of the Tanks from Heavy Gear would be a bitch to model, though.Caydr wrote:If a unit has only one weapon, and it has an arc, the unit will turn itself so that the turret piece an aim within that arc. But if it has more than one weapon, as long as one of them can fire, it will not turn. So, your infantry would be fine, but that's not so with your "Gears" I'm guessing (not familiar with gc)