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I need a way to shoot ordnance down really fast

Started by ScarleTomato, December 22, 2009, 12:32:44 PM

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ScarleTomato

I'm trying to make an orbital mortar, it starts with a beacon and the mortars come down after a few seconds. I don't want to use just mortar ordnance because it's so slow. I'm thinking of a spraymine way up and it shoots strait down, but shotpitch doesn't seem to do anything for the spraymine class.

any ideas?

AHadley


ScarleTomato

yes but I need it to fall pretty much strait down (with just a little variance maybe). If i make the shot speed faster, then it arcs away from the intended destination. A faster mortar shot will do fine if i can figure out how to point it down.

ScarleTomato

#3
okay it looks like theres a team filter for popper mortar. If i can shoot the popper up and have it aim back at the mine that would do pretty much what i'm looking for, but i can't get the filter to work. I set it to zero but it still only shoots enemy objects. Setting it to one and it won't shoot anything.

And is there a way to make it inaccurate? shotvariance or something?

here's what it looks like so far
[OrdnanceClass]
classLabel = "popper"
renderName = "m.render"
shotSound = "whistleshort.mp3"

ammoCost = 1
lifeSpan = 1e30
shotSpeed = 200.0

[PopperClass]
scanRange = 300.0
aimAngle = 1
targetAngle = 1
launchXpl = ""
launchOrd = "hailbolt"
TeamFilter = 0
anglePitch = 10
shotPitch = 10
shotVariance = 10

[Render]
renderBase = "draw_trail"
textureName = "bolt2.tga"
textureBlend = "one one modulate"
textureRate = 0.1
startColor = "100 255 255 255"
finishColor = "255 255 0 0"
startRadius = .5
finishRadius = .5
animateTime = 2
segmentTime = 5

S.cavA.rmyG.en

#4
are you tring to make it rain motars or hit a target with them?
I will try to work with bouth but it would help a littel.
Quote"And is there a way to make it inaccurate? shotvariance or something?"
well yes but I still need to know a few things first.
Quote"If i can shoot the popper up and have it aim back at the mine that would do pretty much what i'm looking for"
you can with a radar popper and target what you want it to hit.

Here try this.[OrdnanceClass]
classLabel = "radarpopper"
renderName = "m.render"
shotSound = "whistleshort.mp3"

ammoCost = 1
lifeSpan = 1e30
shotSpeed = 200.0

[radarpopperClass]
scanRange = 300.0
aimAngle = 1
targetAngle = 1
launchXpl = ""
launchOrd = "hailbolt"
TeamFilter = 0
anglePitch = 10
shotPitch = 10
shotVariance = 10

[Render]
renderBase = "draw_trail"
textureName = "bolt2.tga"
textureBlend = "one one modulate"
textureRate = 0.1
startColor = "100 255 255 255"
finishColor = "255 255 0 0"
startRadius = .5
finishRadius = .5
animateTime = 2
segmentTime = 5
//try this and see
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

S.cavA.rmyG.en

#5
I got some thing like this but mine is a unit {turrent building with a radar popper based off the SRV alt-towers} till you say something I am not going in to units yet.
I think your trying to make a weapon but need more info.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

ScarleTomato

i'd have to double check, but i think that wouldn't work because the radarpopper is being shot by the flaremine i want it to target. If it was being shot by me, then yes i could target things for them to shoot, but technically i'm not the "guy with the gun."

Also, yes i basically want it to rain mortars on a certain spot, so i really don't want to stick around to target things. Just lay a beacon and get the hell outta dodge.
That's fine though, right now i'm using an invisible fountain mine to distribute invisible flaremines around the area that create a contrail and an explosion.
Now i'm just trying to figure out how i want to make it whistle and I need to make a cool looking explosion for it. Right now its using a variant of the daywrecker, but that doesn't look at all like a ballistic impact. :P

S.cavA.rmyG.en

hmm
on the mortar set the speed to 0 and its mass to something like 60000 see if it falls faster.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

Shadow Knight

A week or two ago I got a meteor storm style effect rolling. Unfortunately I'm having the same problem as you are, where any faster makes them arc too much

http://www.youtube.com/watch?v=P1yY5rqwggs

gomfg
[WeaponClass]
classLabel = "dispenser"
wpnName = "OMFG WTF"
fireSound = "mmine01.wav"
wpnReticle = "gflare"
wpnPriority = 1
wpnCategory = "SPEC"

[DispenserClass]
shotDelay = 2.0
objectClass = "omfgmine"


omfgmine
[GameObjectClass]
geometryName = "igflar00.xsi"
classLabel = "flare"
scrapCost = 0
scrapValue = 0
maxHealth = 15000
maxAmmo = 1000
unitName = "OMFG ONOZ"
heatSignature = 100.0

[MineClass]
lifeSpan = 15.0

[FlareMineClass]
payloadName = "omfgbm"
fireSound = "smine01.wav"
triggerDelay = 2.0
shotDelay = 0.05
shotVariance = 5.2
damageRadius = 0.0
damageValue(N) = 100 // none
damageValue(L) = 50 // light
damageValue(H) = 5 // heavy
damageValue(S) = 50 // standard
damageValue(D) = 100 // deflection
damageValue(A) = 5 // absorbtion


omfgbm
[OrdnanceClass]
classLabel = "spraybomb"
shotGeometry = NULL
shotSound = "baz03.wav"
xplGround = NULL
xplVehicle = NULL
xplBuilding = NULL
rendername = NULL

ammoCost = 200
lifeSpan = 15
shotSpeed = 18.0

damageValue(N) = 0
damageValue(L) = 0
damageValue(H) = 0
damageValue(S) = 0
damageValue(D) = 0
damageValue(A) = 0

[SprayBombClass]
payloadName = "omfgb2"


omfgb2
[GameObjectClass]
geometryName = NULL //"ioartl00.xsi"
classLabel = "spraymine"
scrapCost = 0
scrapValue = 0
maxHealth = 120
maxHeat = 0
maxAmmo = 1
unitName = "FFS"
explosionName = "xstabcar_c"

[SprayBuildingClass]
payloadName = "omfg"
fireSound = "smort02.wav"
triggerDelay = 2.0
setAltitude = 300.0
omegaSpin = 100.0
shotDelay = 0.01
anglePitch = 5.0


omfg
[OrdnanceClass]
classLabel = "grenade"

shotGeometry = NULL
shotSound = "baz03.wav"

xplGround = "xomfg"
xplVehicle = "xomfg"
xplBuilding = "xomfg"

renderName = "omfg.render"

ammoCost = 1
lifeSpan = 1e30
shotSpeed = 20.0

damageValue(N) = 400 // none
damageValue(L) = 350 // light
damageValue(H) = 300 // heavy

damageValue(S) = 350 // standard
damageValue(D) = 300 // deflection
damageValue(A) = 400 // absorbtion




[Render]
renderBase = "draw_multi"
renderCount = 3
renderName1 = "omfg.smoke"
renderName1 = "omfg.flame"
renderName2 = "omfg.trail"


[Light]
renderBase = "draw_light"
startColor = "80 255 80 500"
finishColor = "80 255 80 500"
startRadius = 25.0
finishRadius = 25.0
animateTime = 1.5
attenuateConstant = 0.0
attenuateLinear = 1.0
attenuateQuadratic = 0.0

[Flame]
renderBase = "draw_twirl_trail"
textureName = "blast.tga"
textureBlend = "one one modulate"
startColor = "255 255 80 127"
finishColor = "0 255 0 0"
startRadius = 5.2
finishRadius = 0.1
animateTime = 1.1
rotationRate = 10.0
emitDelay = 0.001
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 1.1

[Smoke]
renderBase = "draw_twirl_trail"
textureName = "blast.tga"
textureBlend = "one one modulate"
startColor = "80 255 80 31"
finishColor = "0 255 0 0"
startRadius = 5.4
finishRadius = 1.0
animateTime = 0.1
rotationRate = 10.0
emitDelay = 0.005
emitVelocity = "0.0 0.0 0.0"
emitVariance = "1.0 1.0 1.0"
emitLife = 1.1

[Trail]
renderBase = "draw_trail"
textureName = "smoke2.tga"
textureBlend = "one one modulate"
textureRate = 0.01
startColor = "255 255 80 127"
finishColor = "0 255 0 0"
startRadius = 5.1
finishRadius = 0.0
segmentTime = 1.2
lifeSpan = 1.1

S.cavA.rmyG.en

flaremines can be set to target units and will target any in range. but if targetting is what you want use a weapon mine.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

Shadow Knight

Neither of us want targeting (apart from his idea of targeting his own flare mine with his ordnance to make it fire downwards).

S.cavA.rmyG.en

#11
try FallSpeed = 90.0f mite be fast.
│░│
│▒│
│▒│
│▓│
│▓│
│▓│Behold The Power Of Scrap.
If it works in-game, it doesn't matter how wierd and broken it looks code wise!
what is scrap if its not wierd and broken?

ScarleTomato

#12
never seen FallSpeed before but it doesn't seem to be doing anything. Do you know of an object that uses it so i can see what it does in context?
Looked in the modlog, it seems that fallspeed was added for the powerup class. Might look into changing the ordnance to a daywrecker if it inherits FallSpeed.

The mass may work, but if the game tries to imitate real life then changing the mass wouldn't affect the acceleration. Looks like Mass is part of the GameObjectClass. as far as i can tell it doesn't work for ordnance class.

SK hit it on the head with targeting. (Nice storm BTW) I don't want it to target, i just want it to rain down on a general area. And these things are coming in from orbit so they need to be fast. Think howitzer rounds in COD WaW

AHadley

Quote from: S.cavA.rmyG.en on December 22, 2009, 09:03:55 PM
on the mortar set the speed to 0 and its mass to something like 60000 see if it falls faster.

In both BZ and the real world, mass has no effect on how fast something falls and never will.

TheJamsh

Rather than using popper with grenades or beams or something, try this...

Weapon is a popper launcher or whatever it needs to be to fire the popper (i forget, i think its cannon). The popper ordnance draws your laser-like beam into the sky or whatever.

Up nice and high where it cant be seen, spawn multiple (or one, whichever) [MissileClass] ordnance types, which have an omegaWaver and rateWaver set to whatever you like to make them inaccurate. you can make them move as fast as you like and they travel in a straight line (apart from the waver settings).

Missiles also have a bit more customizability than grenades.

Fallspeed only works on daywreckers and [powerupclass]


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