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Super swirly missiles - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Super swirly missiles (/showthread.php?tid=380) Pages:
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RE: Super swirly missiles - Renegade - 25.08.2006 Try making it arcing, btw. RE: Super swirly missiles - Nighthawk - 25.08.2006 I had the same problem with a projectile exploding at Range 1 a few days ago, it only happened after I added the Level= tag. The Level tag had a similar problem on a structure's weapon. Try basing your missile's code off the Guardian GI's secondary weapon instead of the Typhoon's torpedoes. Just change the image to SUBTORP to make it look like the torpedo. RE: Super swirly missiles - Kiith-Sa - 25.08.2006 This also happened to my AircraftType with very low FlightLevel. RE: Super swirly missiles - DCoder - 25.08.2006 It is indeed Level= , WW hacked it to spawn the projectile below the surface, since it was only used for the subs. CourseLockDuration= can help you fire the missile in a straight line, but observe what it does before using it. RE: Super swirly missiles - Vinifera7 - 25.08.2006 You can also achive a straight shot effect by using ROT=1, though this causes the projectile to be VERY sensitive to variations in terrain height and ramps (though depending on your situation, this may be very desirable). I've also created another straight shot effect for vehicles, but it only works if the range is less than seven (if higher than six, it will have the arcing missile effect), though the exact formula is somewhat of a secret (even to me, as I created the effect simply by trial and error). RE: Super swirly missiles - TheMan - 01.09.2006 ROT=1 dont even let my infantry fire look at this bug [attachment=74] and code [HuntRocketLuancher] Damage=100 ROF=120 Range=16 Projectile=HuntRocketLuancherP Speed=26 Report=FirecrackerAttack Warhead=HuntRocketLuancherWH FireInTransport=no [HuntRocketLuancherP] Image=ROCKET Arm=2 Shadow=yes Ranged=yes ROT=12 AA=no AG=yes CourseLockDuration=500 ;Deezire sayd that how long time in frame the proj will go in a strange line so i put it inf. If someone dont find any problem, that means i agin found a hardcoded bug!! RE: Super swirly missiles - Renegade - 01.09.2006 Why don't you just give it a ROT of 0 and make it arcing? *scratches head* RE: Super swirly missiles - Vinifera7 - 01.09.2006 Because then it will arc, which is not the best visual effect. @TheMan The CourseLockDuration=500 is what's causing the problem for you. Take it out. What it does is it tries to go in the direction it is fired for 500 somethings (i don't remember what units are used for this), and only THEN will it actually attempt to hit it's target. RE: Super swirly missiles - Renegade - 01.09.2006 but without arcing, it'll never hit with such a small ROT. RE: Super swirly missiles - Vinifera7 - 02.09.2006 Yes it will. I have done it... okay I guess this obligates me to show an example: [Weapon] Damage=20 Warhead=WeaponWH Speed=90 Projectile=WeaponPROJ Range=6 ROF=20 [WeaponPROJ] ROT=1 SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=yes RE: Super swirly missiles - Renegade - 02.09.2006 Never worked for me without arcing. Then again, this is Westwood code we're talking about. RE: Super swirly missiles - Vinifera7 - 02.09.2006 It might only work if the Range is less than 7.. |