Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: Steeveeo on June 23, 2008, 07:16:30 AM

Title: Making countermeasure Flares
Post by: Steeveeo on June 23, 2008, 07:16:30 AM
As the title says, Im making some countermeasure flares that should deflect incoming missiles when deployed.

However, Faf missiles only redirect toward it if they're pointed within 15 degrees of it.

But, I have seen my fafs, when fired with nothing else around, turn toward my base which was BEHIND me.

So can someone explain to me, how, even though I can set the heat, radar, and image signatures to 1e6 (though I now have it at 4, which is more than an extractor in which it constantly targets), it veers off in some other direction.

Heres the header of my CM Flare, did I miss any values?


[GameObjectClass]
geometryName = "ioartl00.xsi"
classLabel = "spraymine"
scrapCost = 0
scrapValue = 0
maxHealth = 150
maxHeat = 1
maxAmmo = 100
unitName = "Flare"
effectHard1 = "Flare"
effectName1 = "cmflare.render"
lifespan = 45
heatSignature = 4.0
imageSignature = 4.0
radarSignature = 4.0
canInteract = 1
candetect = 1
canselect = 0
cancollide = 1


Thanks in advance!
Title: Re: Making countermeasure Flares
Post by: Nielk1 on June 23, 2008, 07:37:03 AM
heatSignature seems a bit low, but you told me you tried 1e6 or something. Maybe too high defaults to zero?

I have to check, but there is a weapon in BZTron that somehow makes other weapons fire follow it, for no apparent reason (I mean ordinance follows it, not even only gameobjects). Maybe spraying a weapon derived from the BZTRON wep I speak of might be better.
Title: Re: Making countermeasure Flares
Post by: Avatar on June 23, 2008, 03:22:36 PM
MCurtain with negative ordnance values and zero for vehicle values?

MITS with high ordnance values and zero vehicle values?

Teamfiltered, of course...

-Av-
Title: Re: Making countermeasure Flares
Post by: Nielk1 on June 23, 2008, 04:44:22 PM
I still wish we got some sort of master damper class with 1.3 that could be set to toggle or hold or timed and have settings in the image, thermal, and radar area with optional VIR effect.

You can see how that feature request wasn't done, its a bit nutty and would only likely be done by Ken. That and many of Kens changes get partially reversed cause its a faster way of fixing major bugs.

I really wanted to be able to hold a button for ECM and just move and watch the missiles go by.
Title: Re: Making countermeasure Flares
Post by: mrtwosheds on June 23, 2008, 07:31:48 PM
Even that would probably not work on tag or laser guided missiles.
I have made a repulsor weapon, magnet gun, team filtered enemy ordinance, but it only works if you are facing whatever you want to deflect.
Title: Re: Making countermeasure Flares
Post by: Nielk1 on June 23, 2008, 07:32:59 PM
Set a shot angle thing.

Look at jax.
Just know the number it wants is radians, with pi already factored in.
Title: Re: Making countermeasure Flares
Post by: Steeveeo on June 23, 2008, 07:54:14 PM
the puller mine technique will not work, I dont want non-homing ordnance (At-Stabbers and such) being pulled toward it.

N1, did you look into the BZtron thingy?
Title: Re: Making countermeasure Flares
Post by: Nielk1 on June 23, 2008, 08:12:49 PM
Not yet, I've been studying for a final.
Title: Re: Making countermeasure Flares
Post by: mrtwosheds on June 23, 2008, 08:44:05 PM
QuoteSet a shot angle thing.

Look at jax.
Just know the number it wants is radians, with pi already factored in.

I could, but I think it can really only be used effectively if you can see what's about to hit you.
Title: Re: Making countermeasure Flares
Post by: Steeveeo on June 23, 2008, 09:25:14 PM
If only BZ2 had a "Missile Lock" warning, you'd think at least the ISDF would be sensible enough to put that in.
Title: Re: Making countermeasure Flares
Post by: bigbadbogie on June 23, 2008, 10:01:28 PM
Is this the same ISDF who use a huge bomber that goes at like 50 kmph and can be shot down with almost any weapon??
Title: Re: Making countermeasure Flares
Post by: Steeveeo on June 23, 2008, 10:05:57 PM
True
Title: Re: Making countermeasure Flares
Post by: Steeveeo on June 24, 2008, 12:00:44 AM
OK, I revamped the system, now it deflects non-locked seeker missiles well enough (faf, swarmer, and the like), and also redirects Hornets quite well, but it doesnt distract the image-locked missiles like the Shadower.

The question is, should I leave it like that or figure out a way to distract image-locked missile too?

If its the latter, how would I go about doing that exactly?
Title: Re: Making countermeasure Flares
Post by: TheJamsh on June 24, 2008, 02:07:34 AM
you cant distract an image locked missile, thats supposed to be the beauty of it...
Title: Re: Making countermeasure Flares
Post by: Red Devil on June 24, 2008, 02:14:32 AM
I put an image mine in the 1.3 pak awhile back.
Title: Re: Making countermeasure Flares
Post by: Nielk1 on June 24, 2008, 03:04:53 AM
In the MPI I played with weapon linked the peons I was with had a fascination with combining magnetic/force weapons with normal ones. The bullets were doing very strange things when linked with the magnetics.
Title: Re: Making countermeasure Flares
Post by: Steeveeo on June 24, 2008, 03:39:44 AM
Quote from: Nielk1 on June 24, 2008, 03:04:53 AM
In the MPI I played with weapon linked the peons I was with had a fascination with combining magnetic/force weapons with normal ones. The bullets were doing very strange things when linked with the magnetics.
I now have something to try next game ;)
Title: Re: Making countermeasure Flares
Post by: mrtwosheds on June 24, 2008, 07:12:16 PM
Hmm, Yes this weapon linking has caused some weird things to be possible. I like it, but I bet there are some freaky exploits hiding in there somewhere.
Title: Re: Making countermeasure Flares
Post by: TheJamsh on July 01, 2008, 12:05:35 PM
i like weapon linking... i think its the rocket tank class that fires all its weapons at once when attacking...

eats up ammunition, but its fun.
Title: Re: Making countermeasure Flares
Post by: Mauler_Bait on July 05, 2008, 12:18:21 AM
i actually made a mine with this in mind...it was nothing special it just had a very high heat and image signature. it wont stop image missiles in flight already, but because i increased the lock angle on the shadower launcher it can screw up any missile locks afterward.
Title: Re: Making countermeasure Flares
Post by: TheJamsh on July 05, 2008, 05:17:25 PM
im currently making a countermeasure that will deploy from flying craft...


if you play COD4 and try to shot that helicopter down while 'its popping flares'. thats the idea i have in mind. working so far!