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Is there a way to get aim to be above/below targets?
Posted: 16 Sep 2007, 01:01
by MadRat
Kind of like an aimforzoffset (+/- aims it high/low of target) tag?
Posted: 16 Sep 2007, 03:58
by Pressure Line
im not even sure if i should ask why you would deliberately want a weapon to miss...
Posted: 16 Sep 2007, 04:24
by FLOZi
I was rather pondering that too.
Anyway, it can be done using AimFromWeapon, or atleast will be when that is properly implemented.
Posted: 16 Sep 2007, 04:26
by Neddie
That would be ideal for scripted mission stuff.
Posted: 16 Sep 2007, 08:07
by KDR_11k
AimFromWeapon only changes the turning on the unit, not the target of the final shot. You could emit-sfx a shot that goes above or below the target.
Posted: 16 Sep 2007, 12:59
by FLOZi
?
If it's been implemented properly it should work. i.e. the weapon is aimed from point A, and emitted from point B..
Oh balls I cba explaining it. It worked in OTA.
Posted: 16 Sep 2007, 15:09
by KDR_11k
Weapons don't care which way the unit is turned, they don't look at the piece structure at all (other than checking the position but not the orientation of the QueryWeapon piece). They just assume that AimWeapon returning true means the barrel is lined up. All shots are spawned facing from the QueryWeapon piece to the target unless fixedLauncher (SVN only) or sweepFire are set for weapons that use them.
Posted: 16 Sep 2007, 15:27
by MadRat
FloZi, I'd like to tune some weapons that fall short of their target as a ballistic shot, yet I don't want the ability for the said shot to overshoot the target by much. This would give me the ability to do airbursts over ground and air targets by tweaking collision spheres of the weapon.
Posted: 16 Sep 2007, 16:18
by FLOZi
KDR_11k wrote:Weapons don't care which way the unit is turned, they don't look at the piece structure at all (other than checking the position but not the orientation of the QueryWeapon piece). They just assume that AimWeapon returning true means the barrel is lined up. All shots are spawned facing from the QueryWeapon piece to the target unless fixedLauncher (SVN only) or sweepFire are set for weapons that use them.
I know, but the 'firing solution' if you will ought to be computed from the AimFrom point, and then emitted from the query point, a difference between the two could be used in OTA to force a weapon to over/under fire.
Posted: 16 Sep 2007, 17:03
by KDR_11k
Well, I didn't do it like that because I wanted the AimFromWeapon patch to fix stuff, not break it. Existing scripts can have pretty nonsense AimFromWeapon settings so with the patch there's a big chance they might end up aiming completely wrong. I figured it wouldn't break anything important if it's purely cosmetic (doesn't matter if the turret looks like it's aiming the wrong way as long as the shots go the right way) but if the shots would miss based on the AimFromWeapon piece the patch would have been unacceptable.
Posted: 26 Sep 2007, 05:53
by MadRat
Coupled to ilmtitan's new grenade/groundbounce patch, this would be nice.