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Targeting Crap
#1
So I've been testing stuff, as discussed in the other thread. I'm starting out with AA stuff. Here are a few observations:

General Terms
  • Ground Target - any target that is at ground level. Includes land and naval.
  • Air Target - any target that is in the air.
  • Land Target - any target that is at ground level on on land.
  • Naval Target - any target that is at ground level and on water.
Unit has one weapon (Primary)
  • Basic AG configuration. Will NEVER be able to target aircraft.
  • Will be able to force fire on ground
  • Will attack, retaliate, and passive acquire against all ground targets properly
Unit has one weapon (Primary), whose projectile has AA=yes
  • This configuration is for a weapon for all targets
  • Will be able to force fire on ground
  • Will attack, retaliate, and passive acquire against all targets properly.
Unit has one weapon (Primary), whose projectile has AG=no
  • This configuration is typically undesirable, but COULD be used as an alternative to using CanPassiveAquire=no and a normal AG weapon, though this is not recommended since it will not be able to force fire on the ground.
  • Will not be able to force fire on ground
  • Will retaliate or manual fire on ground targets only
Unit has one weapon (Primary), whose projectile has AA=yes and AG=no
  • This configuration is typically undesirable
  • Will not be able to force fire on ground
  • Will attack, retaliate, and passive acquire against aircraft and jumpjet properly
  • Will NOT passive acquire against ground targets and paradrops
  • Will retaliate or manual fire on ground targets and paradrops
Unit has one weapon (Primary), that has LandTargeting=1 (cannot attack land), and whose projectile has AA=yes and AG=no
  • This configuration is used for the Flak Cannon in RA2
  • Will not be able to force fire on ground
  • Will attack, retaliate, and passive acquire against aircraft and jumpjet properly
  • Will NOT attack, passive acquire, or retaliate against ground targets
  • Will not passive acquire paradrops
  • Can manual fire on paradrops (however the Flak Cannon can't for whatever reason)
Unit has one weapon (Primary), that has LandTargeting=1 (cannot attack land), and whose projectile has AA=yes
  • This configuration allows a purely anti-air unit to also fire at paradrops
  • Will not be able to force fire on ground
  • Will attack, retaliate, and passive acquire against aircraft, jumpjet, and paradrops properly
  • Will NOT attack, passive acquire, or retaliate against ground targets
Unit has AG Primary and Secondary whose projectile has AA=yes
  • Will be able to force fire on ground with Primary
  • Will attack, retaliate, and passive acquire against all targets properly
  • Primary will be used against all ground targets
  • Secondary will be used against all aircraft, jumpjet, and paradrops
  • If any of the AG weapon's warhead's verses values are 0%, the unit will attack, retaliate, and passive acquire with the AA weapon on those armor types even if they are not air units. This can be useful for making a unit similar to the Mammoth Tank that uses missiles against infantry and aircraft and its cannons against tanks and buildings.
  • Besides 0%, other Verses values do NOT cause one weapon to take precidence over the other in this configuration.
Unit has AG Primary and Secondary whose projectile has AA=yes and AG=no
  • Same as above. Adding AG=no seems to have no effect.
Unit has one weapon (Primary) and LandTargeting=2 (attack land with secondary)
  • Will be able to manual fire and force fire on land targets with Primary
  • Will not retaliate or passive acquire.
Notes on AA=yes
  • A weapon will NEVER be able to fire at air targets unless AA=yes is used.
Notes on AG=no
  • If Primary has AG=no, unit will not be able to force fire on the ground.
  • AG=no can be used with AA=yes and LandTargeting=1 if Secondary is NOT used to create an AA weapon that can NOT attack paradrops. This is the configuration used for the Flak Cannon in RA2.
Notes on LandTargeting

0 - LAND_OKAY
  • This is the default LandTargeting
  • Can target land targets normally.
1 - LAND_NOT_OKAY
  • Cannot target any land targets, including force fire. Oddly, it WILL be able to target (usually by force fire) terrain objects on land.
  • Cannot force fire onto the land.
2 - LAND_SECONDARY
  • Gives targeting precidence for Secondary against land targets.
  • Will NOT retaliate against land targets.
  • Will NOT passive acquire land targets.
Notes on NavalTargeting

0 - UNDERWATER_NEVER
  • This is the default NavalTargeting
  • Substandard targeting against Underwater targets. Cannot target cloaked (even if revealed, units may still be cloaked) units with Underwater=yes, including force fire.
1 - UNDERWATER_SECONDARY
2 - UNDERWATER_ONLY
3 - ORGANIC_SECONDARY
4 - SEAL_SPECIAL
5 - NAVAL_ALL
  • Allows for normal targeting for Underwater=yes targets.
6 - NAVAL_NONE
  • Cannot target any naval targets, including force fire.
  • Cannot force fire into the water.
7 - NAVAL_PRIMARY
  • Gives targeting precidence for Primary against naval targets.
  • Allows for normal targeting for Underwater=yes targets.
  • Will NOT passive acquire naval targets with Secondary weapon.
  • Will NOT passive acquire amphibious targets with Secondary weapon.
More to come... I've been editing this post with additional writings rather than making new posts so that it is all in one place.
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#2
The Flak Cannon cannot attack paradrops because it has AG=no, enabling that will let it attack paradrops but not ordinary ground units (b/c of LandTargeting).

Worth playing: 1 | 2 | 3
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#3
Don't forget testing different weapons ranges (Pri/Sec) and weapons order Smile

Code:
[SuperBuilding]
Damage=100
ROF=55
Range=20
Projectile=HeatSeeker
Speed=12
Warhead=BLDWH
Report=SAMSHOT1

[SpecLaser]
Damage=250
ROF=120
Range=10
Speed=30
Warhead=SpecLaserWH
Report=OBELRAY1
LaserInnerColor = 0,255,0
LaserOuterColor = 255,255,255
LaserOuterSpread= 0,0,0
LaserDuration = 50
Projectile=LLine
IsBigLaser=true
IsLaser=true    
Charges=yes

[BLDWH]
Spread=1
Verses=5%,100%,100%,5%,5%
InfDeath=3
AnimList=XGRYSML1,XGRYSML2,EXPLOSML
ProneDamage=100%

[SpecLaserWH]
Spread=1
Wall=yes
Wood=yes
Verses=5%,5%,5%,100%,100%
Conventional=yes
InfDeath=1
AnimList=...
Deform=100%
DeformThreshhold=120
Tiberium=yes
Bright=yes
ProneDamage=150%

[SuperTNK]
...
Primary=SuperBuilding
Secondary=SpecLaser
Tertiary=Sniper
Quaternary=RedEye2
...
It's code from my test tank in ETS Wink
Problem that it try attacking any target which in radius less 20Unhappy
But SpecLaser have only Range=10, so it move...
ARM forever - x86 sucks!


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#4
DCoder Wrote:The Flak Cannon cannot attack paradrops because it has AG=no, enabling that will let it attack paradrops but not ordinary ground units (b/c of LandTargeting).
Ah yes, I forgot about that. Thanks for pointing that out.
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#5
here's something interesting: Using LandTargeting=2 WITHOUT a Secondary weapon will not crash the game as you might imagine. The unit will use its Primary against land targets, but ONLY with a manual fire or force fire command. it will NOT retaliate OR passive acquire

LandTargeting=2 essentially gives the Secondary weapon precidence over land targets. However it seems to also disable retaliation and passive acquisition..
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#6
You can ignore this.. these are my notes. Most of it is wrong anyway.

7 - NAVAL_PRIMARY
  • All this does is give targeting precidence for Primary against naval targets. This is virtually pointless since ALL unints already have targeting precidence for Primary against all ground targets. Since naval targets are a subset of ground targets, this doesn't add any additional functionality.
  • I have not noticed targeting confusion when using NavalTargeting=7 as Deezire has suggested. However, there IS some targeting confusion that exists normally (with or without NavalTargeting=7). When a unit is in a Guard mission, it's targeting only extends to areas within it's MovementZone. Since a tank, for example, cannot move into water, it's Guard mission targeting zone doesn't cover water. If a tank is set to Guard near the shoreline, while a boat is in the water just offshore, but easily within the tank's firing range, the tank will NOT fire at it automatically. A player would have to manually tell the tank to fire at the boat. If, on the other hand, the tank was simply Idle, rather than in a Guard mission, it WOULD fire at the boat, since it's targeting zone evidently covers all areas within it's firing range, as opposed to only the areas that it can move to, which makes sense when you think about it.

5 - NAVAL_ALL
  • All this does is give targeting precidence for Primary against targets with Naval=yes. This is virtually pointless since ALL unints already have targeting precidence for Primary against all ground targets. Unless Naval=yes was used on an aircraft or jumpjet, this doesn't add any additional functionality.
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