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Can somebody please fix missiles?
Posted: 10 Oct 2012, 18:31
by Erik
Missilelauncher type weapons cannot attack targets on hills because missiles fall short all the time.
This bug exists for ages now, could someone familiar with the code look over this?
Re: Can somebody please fix missiles?
Posted: 10 Oct 2012, 18:52
by smoth
Not an engine bug but a weapon feature. Give the missiles a better lifetime.
Re: Can somebody please fix missiles?
Posted: 10 Oct 2012, 19:26
by Erik
lifetime does not change anything and on plain ground it shoots maximum range easily, while even the tiniest hill will make it slam into the ground headfirst at about half of the distance traveled.
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 00:41
by knorke
its not lifetime but
flighttime
even the tiniest hill will make it slam into the ground headfirst at about half of the distance traveled.
if you mean that they fly too close to ground, try
trajectoryheight for an arced flight path?
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 01:56
by smoth
knorke wrote:its not lifetime but flighttime
thanks, I knew it was something like that.
it seems eric is indicating a possible problem with his AIMPIECE maybe?
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 02:05
by Pressure Line
smoth wrote:it seems eric is indicating a possible problem with his AIMPIECE maybe?
AND/OR wobble/dance/sprayangle
AND/OR the centroid of the unit it is shooting at
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 02:20
by Erik
So this is what happens:
Both missile launchers fire at maximum range, the southern terrain is slightly raised.
Both fire similar but halfway through the southern missile just decides to nosedive into the ground after completing half the distance.
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 02:24
by jK
that's flightime
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 03:25
by Forboding Angel
If they are unguided, just use a cannon and fake it with a model + CEG. Far less annoying.
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 11:21
by Erik
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 12:45
by jK
Code: Select all
FlightTime For missile weapons, how long before their engines turn off and they fall to the ground (becoming essentially ballistic projectiles). Can cause overshoot exploits if too high, or missiles falling short of their targets if too low. Can be any numeric value.
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 16:53
by Erik
The missiles don't fall short. They hit their target as intended if its on the same height.
If the target is even even slightly elevated the missile steers into the ground halfway trough, no matter if it has a flight time of 5,20 or a million.
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 17:01
by knorke
post the weapondef for weapontesting

Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 17:21
by Erik
Code: Select all
missile = {
name = "he missile",
weaponType = [[MissileLauncher]],
damage = {
Default = 2000,
Tank = 1000,
},
areaOfEffect = 350,
edgeEffectiveness=0.0,
reloadtime = 40.0,
SoundStart=[[bigmissile]],
SoundStartVolume=6.1,
explosiongenerator=[[custom:tac_nuke]],
cegTag = "missile_trail",
soundhit=[[Mini_Nuke]],
soundhitvolume=13,
startvelocity = 1500,
weaponVelocity = 1500,
acceleration = 550,
range = 2000,
tolerance = 450,
lineOfSight = false,
turret = true,
craterMult = 0,
turnrate=2700,
flighttime=200000,
collidefriendly = 0,
avoidFeature =0,
avoidFriendly =0,
trajectoryheight=3.1,
model="prom_nuke.s3o",
Re: Can somebody please fix missiles?
Posted: 11 Oct 2012, 20:28
by Pressure Line
iirc missiles with a trajectoryheight over 2 or so need to be homing missiles (it can be super-crap homing) otherwise they break horribly (as seen here)