Missile weapons and unerring accuracy.

Missile weapons and unerring accuracy.

Requests for features in the spring code.

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smoth
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Joined: 13 Jan 2005, 00:46

Missile weapons and unerring accuracy.

Post by smoth »

For example the following weapon for gundam

Code: Select all

[GUNTANKRECO]
	{
	ID=167;
	name=GUNTANKRECO;
	rendertype=1;
	lineofsight=1;
	accuracy=1500;
	turret=1;


	model=XXXSHELLXXX;

	range=1500;
	burnblow = 1;
	reloadtime=4;
	weapontimer=2;
	weaponvelocity=650;
	startvelocity=650;
	areaofeffect=256;
	metalpershot=10;
	Trajectoryheight=1;

	soundstart=boom3;
	soundhit=boom2;

	firestarter=170;
	smokedelay=.1;
	selfprop=1;
	smoketrail=1;


	explosiongenerator=custom:ARTILLERY_EXPLOSION;

	startsmoke=1;
	impulsefactor=0.1;
	[DAMAGE]
		{
		default=400;
		}
	}
always hits the same spot, now before someone says it:

High trajectory would look bad and is not right
Wobble causes "drunken missile" type behavior
regular projectiles cannot arc

I would like it if the accuracy tag actually effects the weapons accuracy. Right now it merely offsets the weapon accuracy and the shot always lands the same distance away from where we are targeting.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

bump, I will be heard.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

this are TRUTH..

as it is missile weapons cannot be given inaccuracy unless you use the wobble tag, which is hard to control based on how it works.. It also gets more inaccurate the farther away it shoots to the point where it gets silly.

Now the wobble tag is not crap, I like it we should keep it, its fun to have, HOWEVER we really need some other way to make missiles not head in the right direction, Id personally love it if the accuracy tag affected them as it doesnt seem to, in addition it would be cool if the sprayangle tag would work too, even on guided missiles..
manored
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Post by manored »

Fanger wrote:HOWEVER we really need some other way to make missiles not head in the right direction,
:lol: :lol: :lol: :lol: :lol:

More innacuracy would be good. We could make mods where units die with very few shots but weapons are innacurate, what would be fun.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

yep, untill the missiles are fixed, I cannot do this.
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Noruas
XTA Developer
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Joined: 24 Feb 2005, 02:58

Post by Noruas »

I agree to this and will show my support to show the importance and meaning of this, wobble is extremely hard to use, but is there for a reason, but actually accuracy tag working would help a lot of mods who want to be creative to the limit.
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

How about an accuracy tag for guided weapons being treated like a no-targeting facility radar dot? The accuracy amount could be used to offset the aim position in all three dimensions, either negatively or positively.

So a guided missile launched at a plane might have an accuracy of 100 and miss by 100 in all three x/-x, y/-y. z/-z dimensions.
Last edited by MadRat on 07 Feb 2007, 01:42, edited 1 time in total.
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smoth
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Post by smoth »

This is not madrats personal request thread.

Again, all that I AM asking is that missiles acctually use the accuracy tag. NOTHING MORE!
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I don't know how the accuracy tag works but I'm all for supporting sprayangle with all weapon types (missiles aren't the only ones ignoring that, beam lasers and flamethrowers can't be spread either).
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Fanger
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Post by Fanger »

I thought beam lasers could be spread, but thats a diff matter..


MISSILES NEED TO BE AFFECTED BY ACCURACY TAG.. this should ideally cause them to offset from the target point by some preset, similiarly to how ballistic weapons work..

lets get one issue out there at a time peoples.. WOOO
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MadRat
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Post by MadRat »

By using the accuracy in all three planes you do add in something to consider when designing weapons. Lets say your kbot's missile is aimed at a tank. An inaccuracy in the negative z plane would make it hit the ground perhaps immediately after launch. By using a launching angle that is somewhat vertical, say at 45°, it would help to avoid alot of unnecessary short shots.
manored
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Post by manored »

MadRat wrote:By using the accuracy in all three planes you do add in something to consider when designing weapons. Lets say your kbot's missile is aimed at a tank. An inaccuracy in the negative z plane would make it hit the ground perhaps immediately after launch. By using a launching angle that is somewhat vertical, say at 45°, it would help to avoid alot of unnecessary short shots.
Couldnt you make a diferent innacuracy for each plane?
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smoth
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Post by smoth »

I WILL REPEAT THIS IS NOT MADRAT'S FEATURE REQUEST THREAD!

All that I AM ASKING is that THE ACCURACY TAG function NORMAL FOR MISSILES!

start your own thread filled with crazy stuff. This is just MINOR PATCH request!
manored
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Joined: 15 Nov 2006, 00:37

Post by manored »

smoth wrote:I WILL REPEAT THIS IS NOT MADRAT'S FEATURE REQUEST THREAD!

All that I AM ASKING is that THE ACCURACY TAG function NORMAL FOR MISSILES!

start your own thread filled with crazy stuff. This is just MINOR PATCH request!
Cool down. The more customization possible the better. And what he is asking aparears to me was a future evolution of what you are asking so it doesnt seen off topic for me.
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

Manored plz understand that the we keep a seperate thread for each issue. It is the same prob with the lone mod threads:

1. A glaring issue is brought up by a concerned player for discussion/correction.
2. It gets discussed a little bit by players...
3. Someone else brings up a different issue that is a smaller concern than the original...
4. the original issue gets loss amid a flood of other posts...

So in closing->

Devs plz make the accuracy tag affect missles...

If you have nothing to say DIRECTLY ABOUT THIS PROBLEM plz get another thread.
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smoth
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Post by smoth »

manored wrote:Cool down. The more customization possible the better. And what he is asking appears to me was a future evolution of what you are asking so it doesn't seen off topic for me.
(spelling corrected)

I am just going to be frank here as I have little patience for you right now. You are not a moder. You do not understand what I am asking. Every so often we get some noob who doesn't know code from a hole in the ground and I have endured all of your predecessors. At this point I am tired of you and your ilk.

I am asking for a small patch, something that shouldn't take too long, not some feature bonanza. Every time I ask for something, some non-moder who WILL never use the tags etc come in with feature requests for stuff he will never use. This reduces the likely hood of the patch getting done as it is more complicated and thus more time consuming.

This is a simple feature request, not a chance for every wacko to make requests for features that they have NO need for because they are not going to use them.

I do not ask something of the devs often but when I do it, I do it because I personaly know I will use it and others also will use it. Neither you NOR madrat or working on a mod or need what you are asking for. This missile behavior has been like this for some time. You are yet another noob that is so self-important that I have to stop what I am doing to tell you back off. I swear, do you need to see my id and papers, do you need to see my library card? Every noob like you has some attitude that they know it all and obviously I am mistaken. Take a look at my join date and post count, I kinda know how stuff works around here. I swear, you sit there doing nothing yet seem to believe you deal out the mandates of the gods. The only reason I BOTHER explaining all of this to you is that I believe you have good intent.

That being said, Lecture me when you know what you are talking about.
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MadRat
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Post by MadRat »

Dude, you seriously believe you're special or something. No wonder you exit this forum for long periods when other put their two cents in.

Quite frankly I gave you input on how it could work. Your simple solution is to code the damn thing yourself. There are other less monolithic problems that could be addressed before this one. Go look up the variables alone that go into guided weapons, its not a simple fix.
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smoth
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Post by smoth »

OMG SMOTH obviously is a moron right? No. OMG A PATCH IS BEYOND SMOTH'S ABILITY!?!?! NO!

Oh, and BTW the missile is UNGUIDED! READ THE POST.

I might happen to be busy. Ya' know, doin' the whole mod thing? What part of this do you not get? What part of I am busy with my part do you NOT UNDERSTAND.

I don't know, maybe I am doing my part with my mod? Maybe, I started this thread as a short request? Maybe, if I dropped what I was doing, spent an evening redownloading the source and getting the required dll etc to compile it then the next evening writing the patch it might take too LONG. It might waste my time, time that is better spent making effects, doing homework and working on Gundam!

MAYBE someone else is already WORKING on the source and this was a request to THAT person(s). Maybe that someone else does this as his/her contribution to spring? I am sorry, I am sorry you feel somehow that you can condescend to me. I am not SAYING I AM MORE IMPORTANT, I am saying, YOU, mr not even going to use the thing have no reason to add features!

The bug however, IS IMPORTANT, it is a bug in spring! I don't care about your asinine solution, it adds more work to both the moders and coders! This request of course from someone who is NEITHER. If the world worked your way people woulb be so over taxed from multi-tasking that nothing would get done, GET LOST MATE!
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Fanger
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Post by Fanger »

GOOD christ..

Smoth, settle down (I know you wont, but just dont reply it does not help you feel better, instead punch a pilow)

Madrat, your crazy plan is MADNESS, smoth wants sparta, not madness..

We do not need 56 different accuracy modifiers, when there is already exisiting code for a weapon, and it simply needs someone to sit down and go through making it function with NON GUIDED missiles (obviously guided missiles missing is kinda silly for the most part).. this would be much easier than setting up some new shit to get angle offsets in various axis based on the missiles firing point and some other fun stuff, and essentially that would already accomplish the same thing..

Unless Im mistaken for ballistic weapons the accuracy tag offsets the target point in a random direction a interval of 0-X increments where x is the number you specify, if x is very low then the direction doesnt matter and it hits the right spot, otherwise it will scatter, this is what smoth wants, we dont need realtime wind deformation to flight paths.. your idea would take this and make it MORE mathamatically complicated..
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MadRat
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Post by MadRat »

Actually it wasn't anything about windage. I was talking that accuracy should be applied to all three dimensions. And aren't "unguided" rockets simply guided rockets without the guidance tag enabled?
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