Macross missiles progress
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Macross missiles progress
I'm trying to make a tag that makes missiles launch along the piece they're fired from but I can't get the direction of the piece in a way that will make the shot come out right. Anyone know what function and what conversions are necessary for that?
Last edited by KDR_11k on 23 Jun 2007, 12:04, edited 1 time in total.
I've added a COB call to "ShotX" before a weapon calls QueryWeapon to deterimne the position of the next projectile, this should allow switching the firepoint of a burst weapon more easily.
This is also necessary since I now added a projectiles tag that defines the number of shots that will be spawned each time the weapon shoots (whether a shot out of a burst or normal). As you can't forcefire guided missiles you should use this tag for synchronous launches, especially when you have e.g. 2x3 tubes where a set is always fired synchronously but there's a delay between the sets firing.
Projectiles can be set to 0 as well to prevent the wepaon from spawning any shots at all when it fires, useful for dummy weapons.
This is also necessary since I now added a projectiles tag that defines the number of shots that will be spawned each time the weapon shoots (whether a shot out of a burst or normal). As you can't forcefire guided missiles you should use this tag for synchronous launches, especially when you have e.g. 2x3 tubes where a set is always fired synchronously but there's a delay between the sets firing.
Projectiles can be set to 0 as well to prevent the wepaon from spawning any shots at all when it fires, useful for dummy weapons.
- SwiftSpear
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- Guessmyname
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- Tim Blokdijk
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I've made missiles and starbursts obey smoketrail=0 now. You can use WeaponType=MissileLauncher; to mark something as a missile despite smoketrail=0.
Current patch that includes all changes I did to my version, i.e. the AimFromWeapon stuff (which BTW did mess up lightning graphics before I changed this and now makes the MeleeWeapon aim, too), fixedLauncher and some tweaks to the missile and starburst projectiles like making SBs obey the startvelocity and weaponacceleration tags.
BTW, those carrots are starburst (vlaunch) missiles.
Current patch that includes all changes I did to my version, i.e. the AimFromWeapon stuff (which BTW did mess up lightning graphics before I changed this and now makes the MeleeWeapon aim, too), fixedLauncher and some tweaks to the missile and starburst projectiles like making SBs obey the startvelocity and weaponacceleration tags.
BTW, those carrots are starburst (vlaunch) missiles.
Last edited by KDR_11k on 23 Jun 2007, 14:52, edited 2 times in total.
- Guessmyname
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- Tim Blokdijk
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Yep. I find that vlaunch is better since they fly straight for a moment so you can see the launch vector much clearer.Guessmyname wrote:So with this and vlaunch / guided stuff, would this behaviour be correct:
Guided: Shoots out at the angle, and turns using turnrate to target
V-launch: Acts like ordinary v-launch, just not necessarily vertical
I'll submit the patch when I think I'm done with the changes and sure it's done right.
BTW, obviously these weapons can't guess if firendlies are in the way so you should make them collidefriendly=0 and fire them in a direction that doesn't interfere much with other units. They'll also have difficulties with terrain so you should really be careful with the trajectories you choose. Best launch them roughly forward or upward.
To get it right, it would be nice if CEGs (custom explosion generator) could be attached to follow a point on a unit or projectile, especially for this. At the moment they can only be spawned and then stick to where they where made. This would be useful for engine exhaust effects on units/missile/projectiles alike, but would need a lot of code work.
K, current diff.
http://spring.unknown-files.net/file/30 ... es_I_made/
I'd appreciate some testing (usable build here), I've tested all changed code at least once but more testing is always useful.
http://spring.unknown-files.net/file/30 ... es_I_made/
I'd appreciate some testing (usable build here), I've tested all changed code at least once but more testing is always useful.