Is that an option for weapons?
That is, can we turn it off in the odf for a specific weapon?
-Av-
hmmm, better add:
"If so, how?"
:)
**Note that if we ever discussed this the brain cells present in my head at that time are LONG gone...
Isn't it shotVariance, not shot convergence?
If he's talking about weapons triangulating on a target, no.
That I am...
Ken added the convergence, makes me think maybe there's an odf entry for it to override it.
-Av-
yes i could use some help with that for my beam fence, to make it look like a fence :P
Ooh si si, that would be a very nice switch for mortar units :-D
yes, the idea is to have a wall that's just a series of poles, but when enemies come inbetween them, they incinnerate it.
Right now weapon convergence is always on, and I could see why you'd want the option to turn it off in that particular case.
Is convergence where the weapon aim of two weapons (can see it with the aiming lasers) point to what is targeted?
Quote from: Ultraken on March 07, 2006, 05:31:50 PM
Right now weapon convergence is always on, and I could see why you'd want the option to turn it off in that particular case.
Is there any particualr reason why the titan cannons/guns don't converge?
Are you sure they don't? I remember the Titan's guns converging... this only happens when you 'T'arget the enemy, btw...
-Av-
I don't think the guns converge...
Must be what convergence is then. I've seen pilots and Titans just stand there shooting at each other, with the pilot in between the guns (not cannons).
Neither the Titan's Cannons or Guns converge on a target.
That is bizarre. The Titan doesn't, the Scout does, so they're my test subjects.
First glance the big difference is how the weapons section reads.
I tried adding recoil entries in a Scout to see if that had any effect and it didn't.
I tried changing the Titan's weapons via the odf and it had no effect, and neither did giving it a crate.
Makes me think it's an assault tank thing, and there's one other AssTank I can play with.
So... I went in and gave a Bulldog miniguns in the mortor slots. Guess what? They don't converge either.
This leads me to believe it's a "Code Elf Brain Fart" concerning the assaulttank class, which while rare are not unheard of.... :)
Seriously, Ken, did you miss the Assault Tanks when you were handing out shot convergence? Not like they need any help...
-Av-
well, i need the option to not converge, or to rig it somehow to not converge.
Be patient. If you read this board, people are complaining about more than things present only in a MOD.
-- GSH
i know, i wouldnt expect any more "new" things to be added for atleast a month or two.
Might be in the XSI too, Av. I think I checked that awhile back, but can't remember.
I tried to wake up some of my older brain cells, and I swear Ken mentioned he had to enable shot convergence for each vehicle. Specifically I swear he said he'd "just finished enabling shot convergence for the missile scout".
So, my theory is that it's class dependant, and the assaulttank class was missed.
That's my story, and I'm sticking to it. :)
I believe the fence can be done in other ways but since the Scriptor doesn't seem to support my method I have no way to test this.
-Av-
You couldn't do a flaremine?
In singleplayer it should work with all the allied units being on the same team. Except the piltos, but you could make a lower gap with them.
You're right; AssaultTank::UpdateWeaponAim is blank, whereas the others call Craft::UpdateWeaponAim. That convergence flag is sounding like a good idea right about now... :D
I'm trying to figure out if it was just an oversight, or a deliberate choice on my part. I probably would have left a comment or something to that effect if it were left out on purpose, but who knows?
Ken, do you know why the ISDF Walker HP's were made all Assault HP's?
because its a really big heavy walking thing....
hense, its more powerful, top of the tech tree :)
It's not like Assault Tanks need much help in the mass destruction area... Â the Bulldog has only the one cannon, and wouldn't be helped much by convergence. Â The Titan OTOH actually does better without it using Arc. Â
I'd leave them, personally.
As to the Walkers, I love the Attilla now, leave him alone! :)
-Av-
They were made assault because when they had combat Cannons and Guns they weren't worth the price/risk ratio to build one. (They sucked.)
One problem I have seen regarding shot convergance occurs when mortars are used. In Lizard's fleshstorm mod, his artillery unit uses shot convergance. Unfortunately the unit will miss small units worse due to shot convergance because the mortars will converge too much causing them to cross paths in mid air, then continue until they both end up on the opposite side of the target. The shot convergance seems to take horizontal distance into account, but not vertical distance making the feature problematic for mortars.
Did you try retargeting the unit you are shooting at? The convergence will stay at the distance of the last targeted object.
I don't believe the unit I mentioned above can be piloted by the player. I think it is an ai only unit. Lizard coult probably describe the behavior better. Pretty much if the artillery unit targets a unit 10m away, the mortars converge so the artillery unit can directly shoot it without any arc. When an arc is involved, for example mortars, the convergance begins to fail. The shots will converge so the mortars will converge if they don't arc, but because they arc, the mortars fly a greater distance than 10m so they end up continuing their paths so they overshoot and end up missing the object. Depending on the actual distance, the shots could be farther off than they would be if shot convergance was diabled.
I had a similar problem here (http://www.bzuniverse.com/forum/index.php/topic,4836.msg64308.html#msg64308)
I made the plasma fall, and it really messed up when it tried to shoot using the higher arc degree.
Here are the missing Pics (http://www.savefile.com/files/9874001)
glad to hear we might be getting a switch for it soon :-D
Without a target, weapons will converge at the WeaponClass aiRange. You could try adjusting that value in the weapon.
Is canTarget a valid ODF entry?
wouldnt that make the target unable to be "T" targeted? not the other way around?
I think the AI always target, regardless, as that's how they know you're even there...
Better to think about weapons that don't converge, as someone said, like the solar flare.
Otherwise, all you need is a visible render that doesn't converge regardless of what the invisible actual damaging converging weapon effect does.
So set up two emits that kick out a laser-like beam, and equip the darn thing with an invisible weapon. The emits won't shut down when a friendly goes through, but the weapon won't damage them either...
-Av-
There's this too, from PB1 by Ken, plus the other isStealth options added by GSH in PB2:
- Added support for stealth as distinct from radar damping. Setting
[GameObjectClass] isStealth or [DeployableClass] isStealthDeployed
makes the object radar-invisible and untargetable unless you have a
clear line of sight. Turret Tanks set isStealthDeployed by default to
reproduce the behavior seen in 1.2, allowing "ambushes". [Ken]
my idea was to hook up two "taps" that have hp cannon's on them, but i kept getting that AV, i dont have threed working, so im basically making it by notepad. What do i need to do? can anyone help me make a working model? I found that the tap pieces i made are what causes the AV...they are described below
dummy root
hp_turret_x
hp_cannon_1
hp_eyepoint
what am i missing?
Do those names match what's in the ODF?
yes
I see turret HP's spelled this way in ODF's. Sure they're the same? I've learned the hard way that I sometimes see things the way I think they should be instead of the way they are.
turretCount = 4
turretName1 = "turret_y_1"
turretName2 = "turret_x_1"
turretName3 = "turret_x_2"
turretName4 = "HP_eyepoint"
the original gun tower part worked fine, and i could name the turret piece hippyhippydoodaa if i wanted, just as long as its the same in the odf :P
I know, was just thinking the mind's eye might see hp_turret in both places is all.
I know people want to do their own thing but it's always a good idea when modding to follow the rules, at least until something's working.
It SHOULD be the way RED spelled it out. That's what Pandemic did and it was for a reason, regardless of what else 'works'.
-Av-
ok fine, ill TRY it,...ill let you know if it works.
You have to start somewhere when debugging. The first step, and one I often miss myself, is to make sure everything is EXACTLY the way it's spelled out by stock items. That way you remove the possibility of a typo or other misconfiguration.
-Av-
Using a tabbed editor can help you do that too.
Quote from: Red Devil on March 10, 2006, 04:58:47 PM
Using a tabbed editor can help you do that too.
Like Crimson Editor.
I'm using EditPad.
nope, i told u that changing the name wouldnt work...now how about some more effort into looking at what is "required" for a gun tower class to NOT AV.
can a gun tower be made purely of HP's?
Why don't you post it or send a PM.
how would i post an xsi??
Open it with a text editor.
ok...
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add turret_y to your xsi & specify it in your odf even if you don't link it to your turret_x because the game is hardcoded to use both turret_y & turret_x.
Also, it is hp_turret_x_1 in the XSI, not hp_turret_x
i know, i changed it.