Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 2 Archive => Topic started by: Avatar on March 06, 2006, 07:03:08 PM

Title: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 06, 2006, 07:03:08 PM
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...
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 06, 2006, 07:27:18 PM
Isn't it shotVariance, not shot convergence?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: APCs r evil on March 06, 2006, 07:33:10 PM
If he's talking about weapons triangulating on a target, no.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 06, 2006, 09:03:31 PM
That I am...

Ken added the convergence, makes me think maybe there's an odf entry for it to override it.

-Av-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 06, 2006, 10:40:01 PM
yes i could use some help with that for my beam fence, to make it look like a fence :P
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: ScarleTomato on March 06, 2006, 11:04:57 PM
Ooh si si, that would be a very nice switch for mortar units :-D
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 06, 2006, 11:06:39 PM
yes, the idea is to have a wall that's just a series of poles, but when enemies come inbetween them, they incinnerate it.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: 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.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 07, 2006, 05:34:59 PM
Is convergence where the weapon aim of two weapons (can see it with the aiming lasers) point to what is targeted?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Spawn on March 07, 2006, 07:11:07 PM
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?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 07, 2006, 07:22:30 PM
Are you sure they don't?  I remember the Titan's guns converging...  this only happens when you 'T'arget the enemy, btw...

-Av-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Spawn on March 07, 2006, 08:45:46 PM
I don't think the guns converge...
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 07, 2006, 09:06:12 PM
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).
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: APCs r evil on March 07, 2006, 09:09:40 PM
Neither the Titan's Cannons or Guns converge on a target.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 07, 2006, 10:46:56 PM
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-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 07, 2006, 11:08:22 PM
well, i need the option to not converge, or to rig it somehow to not converge.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: GSH on March 07, 2006, 11:11:43 PM
Be patient. If you read this board, people are complaining about more than things present only in a MOD.

-- GSH
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 07, 2006, 11:20:26 PM
i know, i wouldnt expect any more "new" things to be added for atleast a month or two.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 07, 2006, 11:47:27 PM
Might be in the XSI too, Av.  I think I checked that awhile back, but can't remember.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 08, 2006, 01:11:33 AM
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-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Spawn on March 08, 2006, 01:33:19 AM
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.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Ultraken on March 08, 2006, 06:41:07 AM
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?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 08, 2006, 06:57:14 AM
Ken, do you know why the ISDF Walker HP's were made all Assault HP's?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 08, 2006, 12:54:46 PM
because its a really big heavy walking thing....

hense, its more powerful, top of the tech tree :)
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 08, 2006, 01:00:01 PM
It's not like Assault Tanks need much help in the mass destruction area...  the Bulldog has only the one cannon, and wouldn't be helped much by convergence.  The Titan OTOH actually does better without it using Arc.  

I'd leave them, personally.

As to the Walkers, I love the Attilla now, leave him alone!  :)

-Av-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: APCs r evil on March 08, 2006, 02:29:37 PM
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.)
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Commando on March 08, 2006, 06:06:55 PM
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.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 08, 2006, 06:21:04 PM
Did you try retargeting the unit you are shooting at?  The convergence will stay at the distance of the last targeted object.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Commando on March 08, 2006, 06:25:19 PM
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. 
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: ScarleTomato on March 08, 2006, 10:36:56 PM
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
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Ultraken on March 09, 2006, 09:04:55 AM
Without a target, weapons will converge at the WeaponClass aiRange.  You could try adjusting that value in the weapon.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 09, 2006, 10:41:07 AM
Is canTarget a valid ODF entry?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 09, 2006, 12:39:44 PM
wouldnt that make the target unable to be "T" targeted? not the other way around?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 09, 2006, 02:18:00 PM
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-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 09, 2006, 10:24:19 PM
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]
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 09, 2006, 10:28:05 PM
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?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 09, 2006, 10:31:49 PM
Do those names match what's in the ODF?
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 09, 2006, 10:32:36 PM
yes
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 09, 2006, 10:50:00 PM

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"
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 09, 2006, 11:09:10 PM
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
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 09, 2006, 11:10:49 PM
I know, was just thinking the mind's eye might see hp_turret in both places is all.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 10, 2006, 12:28:29 PM
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-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 10, 2006, 01:09:47 PM
ok fine, ill TRY it,...ill let you know if it works.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Avatar on March 10, 2006, 01:26:55 PM
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-
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 10, 2006, 04:58:47 PM
Using a tabbed editor can help you do that too.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: BZZERKER on March 10, 2006, 05:20:23 PM
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.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 10, 2006, 05:28:39 PM
I'm using EditPad.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 10, 2006, 10:34:22 PM
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?

Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 10, 2006, 10:36:56 PM
Why don't you post it or send a PM.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 10, 2006, 11:02:25 PM
how would i post an xsi??
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 11, 2006, 12:53:55 AM
Open it with a text editor.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 11, 2006, 06:44:23 PM
ok...

xsi 0101txt 0032

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            SI_Material {
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         SI_MeshNormals {
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         SI_MeshTextureCoords {
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            6;
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         SI_MeshVertexColors {
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            0.698039;0.698039;0.698039;1;,
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            6;
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            3;3;9,10,11;,
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            5;3;15,16,17;;
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      }
   }

   Frame frm-hp_eyepoint {

      FrameTransformMatrix {
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      Mesh hp_eyepoint {
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         -0.065;-0.216667;0.112583;;

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         MeshMaterialList {
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            SI_Material {
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                  0,0,1,0,
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                  3;
                  1;
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}
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: GreenHeart on March 12, 2006, 03:19:11 AM
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.
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: Red Devil on March 12, 2006, 05:19:29 AM
Also, it is hp_turret_x_1 in the XSI, not hp_turret_x
Title: Re: Oh UltraKen... about that shot convergance thing...
Post by: General BlackDragon on March 12, 2006, 05:35:13 AM
i know, i changed it.