Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 4 Archive => Topic started by: Steeveeo on August 17, 2008, 06:22:31 AM

Title: Fix: Lockrange
Post by: Steeveeo on August 17, 2008, 06:22:31 AM
I found a line in the modlog:


[ThermalMissileClass]
lockRange = lifeSpan * velocForward     // homing lock-on range


Im guessing since the changelog has lifespan * velocForward as the value, is that its the default when undefined, however, changing this to lockrange = 10, does nothing at all, the missiles still lock on to the forward enemy pools (large heatsource), which should be way out of range of the 10m lockrange. My missiles that Im toying with should shoot straight up with a wide variance then come screaming back down onto the target. Instead, when there's a larger heatsource ANYWHERE on the field, it goes for it instead...

Is the lockrange a multiplier or a value? IE, does putting lockrange = 10 mean lockrange of 10 meters or lockrange = (lifespan * velocforward) * 10?
Title: Re: Fix: Lockrange
Post by: Steeveeo on August 17, 2008, 06:28:00 AM
Just ran a test to see if its a working feature at all.

I set to lockrange = 0.

If its a multiplier, it should multiply by 0 and never lock.

If its a range value in meters, it still should never lock because nothing would get within 0 meters of it without it blowing up.

Ran it, and they still beelined for the front pools...

Can someone fix this feature please?
Title: Re: Fix: Lockrange
Post by: Steeveeo on August 17, 2008, 06:48:33 AM
Nother test, tweaking the lifespan and velocforward values to reach the proper distance (350m) still doesnt prevent the missiles from tracking something 450 and 500m, which is well out of range...

Im guessing its a botched code in the ThermalMissileClass, definitely something for the PB4 team to look into if there is going to be a PB4b (most likely).
Title: Re: Fix: Lockrange
Post by: General BlackDragon on August 17, 2008, 04:20:42 PM
it has to do with the missile's auto targeting thing. Coneangle and lockrange should both effect this. as well as object's heatsignature
Title: Re: Fix: Lockrange
Post by: Commando on August 17, 2008, 04:44:33 PM
GBD, even stock FAF missiles suffer from this.  Play IA Firestorm and you will see this issue near your second pool.  The missile will go straight into the ground instead of going to the two turrets guarding it.
Title: Re: Fix: Lockrange
Post by: General BlackDragon on August 17, 2008, 07:12:17 PM
ya but there was a flag put in to prevent that.
Title: Re: Fix: Lockrange
Post by: Steeveeo on August 18, 2008, 02:21:06 AM
Quote from: General BlackDragon on August 17, 2008, 07:12:17 PM
ya but there was a flag put in to prevent that.
Which was lockrange, but it doesnt work.
Title: Re: Fix: Lockrange
Post by: Nielk1 on August 18, 2008, 03:07:18 AM
Do a test with FAFs maybe, see if they turn. It might be its effects missiles without target instead of missiles with targets from launchers.
Title: Re: Fix: Lockrange
Post by: TheJamsh on August 18, 2008, 10:40:25 PM
try reducing the missiles own coneangle maybe? and using the avoid flags added in...
Title: Re: Fix: Lockrange
Post by: Red Devil on August 18, 2008, 11:50:07 PM
lockRange works fine.  lockRange is the range within which it can get a lock.  Try setting it to 50 and firing a FAF at something 120m away.  It will get a lock and turn towards the target when/if it is within 50m.

The default seems to be large, so I'm uploading a fix to Mantis.
Title: Re: Fix: Lockrange
Post by: Nielk1 on August 19, 2008, 12:01:17 AM
I thought FAFs were acting funny.
Title: Re: Fix: Lockrange
Post by: Red Devil on August 19, 2008, 12:04:55 AM
The fix includes Stinger, Hornet, and FAF.
Title: Re: Fix: Lockrange
Post by: Red Devil on August 19, 2008, 12:47:56 AM
Hmmmm....while I'm at it, should I add the terrain avoidance features to them?
Title: Re: Fix: Lockrange
Post by: Nielk1 on August 19, 2008, 01:08:30 AM
No...
Title: Re: Fix: Lockrange
Post by: Steeveeo on August 19, 2008, 01:40:07 AM
Quote from: Red Devil on August 18, 2008, 11:50:07 PM
lockRange works fine.  lockRange is the range within which it can get a lock.  Try setting it to 50 and firing a FAF at something 120m away.  It will get a lock and turn towards the target when/if it is within 50m.

The default seems to be large, so I'm uploading a fix to Mantis.
Did you read my tests? Setting to 10 meters still had them lockon to an object 500 meters away, setting to 0 STILL locked onto the object 500 meters away!
Title: Re: Fix: Lockrange
Post by: bigbadbogie on August 19, 2008, 01:43:29 AM
Try setting it to -500. :-P
Title: Re: Fix: Lockrange
Post by: mrtwosheds on August 19, 2008, 06:40:53 PM
QuoteHmmmm....while I'm at it, should I add the terrain avoidance features to them?
I have been experimenting with this, it is only suitable for certain types of missile, like shadower's for example.
Fafs are good for killing pilots by shooting the ground, you can't do that if it avoids the ground.
Heat seekers are fairly indiscriminate when it comes to selecting targets, and I think the avoidance function is more likely to make them miss and hit something else, like your own scavs.
It should probably be used on weapons with team filters as weird things happen if you fire one at your own buildings and it attempts to avoid it and hit it. Tag-missiles with ground/object avoidance can also cause this conflicting objective issue.

Having said that, It does seem to work quite well with the AI and Laser missiles, as "loose" missiles avoid the ground and find the next target the AI points at.
I had to make some serious adjustments to the Dalek Laser Bombs after a Hillarious/scary incident involving me, about 28 "still live" laser bombs and the destruction of about 1/2 of my base...

I like this feature Im sure creative weapon smiths can make some wonderfull new weapons with it.
Title: Re: Fix: Lockrange
Post by: Red Devil on August 19, 2008, 07:59:06 PM
I agree about the team filters, but not so sure about the avoidance thing on heat seekers.  The lack of it causes them to plow into the ground if you're in back of a small hill and the target is beyond that.  With the lockRange and avoid range set small, you can still nuke the pilots.
Title: Re: Fix: Lockrange
Post by: Zero Angel on August 19, 2008, 08:10:24 PM
Agreed, the terrain avoidance relies on the missile's ability to turn.  (if it can't turn fast enough, then it will crash into the terrain) So it would still be possible to FAF pilots that are on the ground, you would just have to adjust your aim a little bit.
Title: Re: Fix: Lockrange
Post by: bigbadbogie on August 19, 2008, 09:29:36 PM
[MissileClass]
velocForward = 150   // powered speed of the missile
accelThrust = 50      // rate the missile can change speed
delayTime = 3.0         // homing delay time (zero turn rate)
rampTime = 0.5         // homing ramp time (from zero to full turn rate)
avoidRange = 50.0      // terrain obstacle-avoidance range
avoidStrength = 50.0      // terrain obstacle-avoidance strength (~2 seems best)
Title: Re: Fix: Lockrange
Post by: Nielk1 on August 19, 2008, 10:07:34 PM
It was almost impossible to kill arc mines with the missiles in QF mod.
Title: Re: Fix: Lockrange
Post by: mrtwosheds on August 20, 2008, 02:56:40 AM
Its not just the ground but friendly objects they avoid too, heat seekers have no ability to regain their intended target after avoidance.
Title: Re: Fix: Lockrange
Post by: bigbadbogie on August 20, 2008, 03:27:21 AM
N1- Did you consider at all that you are supposed to use the machinegun??
Title: Re: Fix: Lockrange
Post by: Red Devil on August 20, 2008, 05:06:10 AM
With a large coneAngle (Pi), they can pick up pretty much any target within their lockRange.
Title: Re: Fix: Lockrange
Post by: Nielk1 on August 20, 2008, 05:33:00 AM
Quote from: bigbadbogie on August 20, 2008, 03:27:21 AM
N1- Did you consider at all that you are supposed to use the machinegun??

That P-Shooter??
Title: Re: Fix: Lockrange
Post by: bigbadbogie on August 20, 2008, 05:56:02 AM
Its more powerful than the standard minigun.  :-P
Title: Re: Fix: Lockrange
Post by: Steeveeo on August 20, 2008, 07:20:47 AM
Quote from: bigbadbogie on August 20, 2008, 05:56:02 AM
Its more powerful than the standard minigun.  :-P
So we're shooting pebbles at them instead of lima beans?
Title: Re: Fix: Lockrange
Post by: mrtwosheds on August 20, 2008, 06:06:50 PM
QuoteWith a large coneAngle (Pi), they can pick up pretty much any target within their lockRange.
That's why I said Intended target.
Title: Re: Fix: Lockrange
Post by: Red Devil on August 20, 2008, 06:34:29 PM
FAF is a thermal missile launched from a cannon and not a thermal launcher, so it get it's lock where it finds one, not from the launcher.  That's why flares work.
Title: Re: Fix: Lockrange
Post by: Red Devil on January 16, 2009, 09:51:27 PM
What were you using to launch the thermalmissile, Steeveeo?
Title: Re: Fix: Lockrange
Post by: Steeveeo on January 16, 2009, 09:59:08 PM
Same way FAFs are launched at first, but I also tried the ThermalLauncher class before IIRC (its been awhile since this issue).
Title: Re: Fix: Lockrange
Post by: Red Devil on January 16, 2009, 10:10:22 PM
Okay, I'll try it again by shooting it straight up with a cannon from my base in Alien Dunes.
Title: Re: Fix: Lockrange
Post by: Red Devil on January 16, 2009, 10:29:21 PM
Nope, I don't get it using stock.  Only after gradually lowering the pitch of the gun does the missile head towards a nearby target.
Title: Re: Fix: Lockrange
Post by: Commando on January 17, 2009, 03:25:53 AM
Is the lockRange specified for FAFs?  If so, I would comment it out so it will default to the weapon's actual range.  Lifespan * speed.
Title: Re: Fix: Lockrange
Post by: Red Devil on January 17, 2009, 03:48:34 AM
Then its lockRange would be 120 meters, so if it got, say, 100 meters out, it could still lock on something 120 meters away, distracting it from something near it.

When lockRange is set to ~50 meters, it behaves much more like a true FAF missile, where, if it is fired near something ~100 meters away, it will suddenly lock onto that target when it gets near it and turn to hit it.  Looks cooler, too.   :mrgreen:
Title: Re: Fix: Lockrange
Post by: Avatar on January 17, 2009, 12:43:48 PM
Just to toss my 2 cents in here...

Keep in mind that not all missiles are supposed to be 'smart' missiles.  Obviously the FAF is supposed to be smart, in keeping with the whole 'fire and forget' philosophy, but others like the Hornet are not supposed to be too smart.  It's left up to the user to accurately target and properly use a 'dumb' missile and any changes to how smart they are will be the source of endless complaints...

IOW I don't think I like the idea of other than the FAF, Comet, and WASP being too good at avoiding other things in their way such as terrain, friendlies, other enemies than were targeted, etc...  even Shadowers, despite their name, should have fairly tight limits to how well they can shadow you...  (yes, I admit it, I hide behind my Scavs)  :)

-Av-

(who gets very nervous whenever he sees a thread with both 'missiles' and 'Red Devil' in it...) :evil:
Title: Re: Fix: Lockrange
Post by: Red Devil on January 17, 2009, 06:29:14 PM
Remember that Shadower we made that followed you around for 5 minutes through the alleys on Loot and blew you up if it got you?   :lol:

*stops rocking*

Well, fear not; I didn't add any of that.  :-)
Title: Re: Fix: Lockrange
Post by: General BlackDragon on January 19, 2009, 03:04:00 AM
i'd like to see that missile RD.
Title: Re: Fix: Lockrange
Post by: Red Devil on January 19, 2009, 04:32:14 AM
You never do...   :-o

:evil:

:-D
Title: Re: Fix: Lockrange
Post by: TheJamsh on January 19, 2009, 02:02:58 PM
couldnt be too hard, no waver, slower speed and that fancy new avoidance feature should be a good way to do it =]

wouldn't mind playing with it though =D
Title: Re: Fix: Lockrange
Post by: Red Devil on January 19, 2009, 07:30:44 PM
This is the closest I could find.  Was playing around with it afterwards.

[OrdnanceClass]
classLabel = "imagemissile"
shotGeometry = "iorckt00.xsi"

shotgeometryScale = 8.5

shotSound = "hrckt05.wav"

xplGround = "xshdwgnd"
xplVehicle = "xshdwcar"
xplBuilding = "xshdwbld"

renderName = "shadow_c-DM.render"

ammoCost = 25
lifeSpan = 300.0 // 16000m
shotSpeed = 20.0
   
damageValue(N) = 5000 // none
damageValue(L) = 5800 // light
damageValue(H) = 5400 // heavy

damageValue(S) = 5800 // standard
damageValue(D) = 5400 // deflection
damageValue(A) = 5000 // absorbtion

[MissileClass]
omegaTurn = 8.0
velocForward = 40.0      // powered speed of the missile
accelThrust = 30.0      // rate the missile can change speed
delayTime = 0.5         // homing delay time (zero turn rate)
rampTime = 1.0         // homing ramp time (from zero to full turn rate)
avoidRange = 50.0      // terrain obstacle-avoidance range
avoidStrength = 5.0      // terrain obstacle-avoidance strength (~2 seems best)

TeamFilter = 3  // 0 = targets all teams, 1 = targets same team only, 2 = targets only allies, 3 = targets only enemies, 4 = targets not same team

[ImageMissileClass]
coneAngle = 0.75