brawler type aircraft..
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: brawler type aircraft..
I guess I haven't really posted about this in some time...
I have never gotten so unbelieveably angry as I was when working with my fighters/gunships.
Guys, one of the big problems causing this is the fact that spring won't tilt the aircraft enough for the nose to be literally facing the target. Additionally, you cannot define how far away they fly before going back to the target, which just fucking fails in fighter types.
I have tried every single way possible to unfuck this behavior, but unfortunately it jsut can't be done. Aircraft are just plain fucked (Which is probably the main reason I have so precious few in Evolution).
Read this: viewtopic.php?f=12&t=14834
I have never gotten so unbelieveably angry as I was when working with my fighters/gunships.
Guys, one of the big problems causing this is the fact that spring won't tilt the aircraft enough for the nose to be literally facing the target. Additionally, you cannot define how far away they fly before going back to the target, which just fucking fails in fighter types.
I have tried every single way possible to unfuck this behavior, but unfortunately it jsut can't be done. Aircraft are just plain fucked (Which is probably the main reason I have so precious few in Evolution).
Read this: viewtopic.php?f=12&t=14834
Re: brawler type aircraft..
Sooooo anyway, zsinj has a brawler that isn't attacking and turret=1 breaks brawlers...
Re: brawler type aircraft..
TurnRadius tag.Forboding Angel wrote:Additionally, you cannot define how far away they fly before going back to the target, which just fucking fails in fighter types.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: brawler type aircraft..
KDR_11k wrote:TurnRadius tag.Forboding Angel wrote:Additionally, you cannot define how far away they fly before going back to the target, which just fucking fails in fighter types.
Well I tried that and It didn't seem to have any effect. I'll try it again tho, cause it was a while back when I was messing with it.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: brawler type aircraft..
Oh no, my gunship attacks. That's not the problem. It just looks ridiculous essentially nuzzling up to it's target. It is also far easier to shoot down.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: brawler type aircraft..
As far as I could tell from testing, this only works with ground attack aircraft.KDR_11k wrote:TurnRadius tag.Forboding Angel wrote:Additionally, you cannot define how far away they fly before going back to the target, which just fucking fails in fighter types.
Re: brawler type aircraft..
More specifically it's for bombers and fighters when attacking ground targets (or gunships in SVN). When attacking other fighters or bombers they never turn away.
Re: brawler type aircraft..
Pardon the obvious question, but why're you bothering with crappy TA gunship scripts to begin with? They don't look that great, and the only tangible effect is that it makes units more vulnerable to flak.
Why the Hell would you want to make units more vulnerable to flak? Oo
(*Note: unit overlap is not an issue that this script helps with, and an eays issue to address anyway. You know that.)
Assuming you don't want a more sensible script (i.e. stationary while firing until told to move), you might be better off making one from scratch. If it's going to be a real Gundam script then units need to 1) flip, 2) zig zag, and 3) strike a pose.
Why the Hell would you want to make units more vulnerable to flak? Oo
(*Note: unit overlap is not an issue that this script helps with, and an eays issue to address anyway. You know that.)
Assuming you don't want a more sensible script (i.e. stationary while firing until told to move), you might be better off making one from scratch. If it's going to be a real Gundam script then units need to 1) flip, 2) zig zag, and 3) strike a pose.
Re: brawler type aircraft..
Scripting does not control unit movement.
Re: brawler type aircraft..
Why would I want to make the unit vulnerable to flak?
IF you played gundam you would know the goufh is one of the best units zeon has.
5) ????
6) PROFIT
Because movement like that is not script controllable. The unit in question is not a land mech it is designed to fly and it flies like a helicopter with a strafing attack. Not like a fighter plane with fly by passes. my issue is that turret = 1 in the weapon TDF breaks the "brawler" unit behavior. I will continue to lobby for a fix.
IF you played gundam you would know the goufh is one of the best units zeon has.
4) VOGUE!Tired wrote: Assuming you don't want a more sensible script (i.e. stationary while firing until told to move), you might be better off making one from scratch. If it's going to be a real Gundam script then units need to 1) flip, 2) zig zag, and 3) strike a pose.
5) ????
6) PROFIT
Because movement like that is not script controllable. The unit in question is not a land mech it is designed to fly and it flies like a helicopter with a strafing attack. Not like a fighter plane with fly by passes. my issue is that turret = 1 in the weapon TDF breaks the "brawler" unit behavior. I will continue to lobby for a fix.
Re: brawler type aircraft..
Zenith fires while stationary - no strafing at all.
Re: brawler type aircraft..
I'll look at the unit when I get home. If you have a point I will admit I am wrong for the next paragraph.
I doubt it works for what I need, I suspect that it uses that no landing tag to keep it from landing. MUCH like the flying commanders which if you played gundam you would know also can fire while stationary. Or the banshe of EE. However, they cannot land and that is a problem as that is part of the required behavior.
I doubt it works for what I need, I suspect that it uses that no landing tag to keep it from landing. MUCH like the flying commanders which if you played gundam you would know also can fire while stationary. Or the banshe of EE. However, they cannot land and that is a problem as that is part of the required behavior.
Re: brawler type aircraft..
Fair enough - what do I know about scripting? =)
+1 for petition.
+1 for petition.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: brawler type aircraft..
*mumbles sleepily*
theres tags that make a 'brawler' fire from a fixed position, instead of strafing (ie gives it similar behaviour to a ground unit) but i cannot for the life of me remember what they are, or of a single unit that uses them
or maybe i dreamt it :/ who knows...
theres tags that make a 'brawler' fire from a fixed position, instead of strafing (ie gives it similar behaviour to a ground unit) but i cannot for the life of me remember what they are, or of a single unit that uses them

or maybe i dreamt it :/ who knows...
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: brawler type aircraft..
I want my gunships to behave like the brawler though...
Re: brawler type aircraft..
the floating tag was created by af for gundam. The epic commanders landing was really annoying to me. SO that is the origin. Essentially they are made for huge ships to fly overhead. Enabling spring to do battlecruisers ala starcraft.Pressure Line wrote:*mumbles sleepily*
theres tags that make a 'brawler' fire from a fixed position, instead of strafing (ie gives it similar behaviour to a ground unit) but i cannot for the life of me remember what they are, or of a single unit that uses them
or maybe i dreamt it :/ who knows...
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- Posts: 196
- Joined: 25 Jan 2008, 20:04
Re: brawler type aircraft..
Perhaps a temporary solution could be adding a flag that a(secondary) weapon does not affect movement? (Then you can make the first weapon a fake one.)
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: brawler type aircraft..
Has anyone looked into the possibility that it might be caused by differences in ____Weapon1? Hey, stranger things have happened.
Re: brawler type aircraft..
we already found why, the weapon1 being a turret weapon breaks it.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: brawler type aircraft..
I would like to point out that in the case of lasers, turret=false, fucks it up wonderfully too because spring won't tilt the aircraft enough, so the only thing you can do is make the laser have a really high tolerance which looks ridiculous from any angle other than top down.