Private Joined: 1/3/2021(UTC) Posts: 6
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How to make the PointDefenseLaserUpdate an upgradable option for a specific unit? Quote: Behavior = PointDefenseLaserUpdate ModuleTag_28 ;TriggeredBy = Upgrade_AmericaAirplaneArmor <--- This is doesn`t work WeaponTemplate = AirF_RaptorPointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 10 ScanRange = 200.0 PredictTargetVelocityFactor = 2.0 End
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Code:PointDefenseLaserUpdate
WeaponTemplate = [entry from Weapon.INI]
PrimaryTargetTypes = [KindOf]
SecondaryTargetTypes = [KindOf]
ScanRate = [integer, millisecond. Limit 2000]
ScanRange = [integer]
PredictTargetVelocityFactor = [real number]
End
This is from a module list. It tells you everything you can do with a module and there's no upgrade option. There are workarounds, however. Drones and overlord addons can be triggered with upgrades and they can both have lasers. And those objects don't have to be visible either, so there'll be no signs of what's actually going on behind the scenes. Edited by user Monday, January 4, 2021 12:05:11 AM(UTC)
| Reason: Not specified |
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Private Joined: 1/3/2021(UTC) Posts: 6
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Originally Posted by: Annihilationzh This is from a module list. It tells you everything you can do with a module and there's no upgrade option.
yes. And That`s why I am writing this topic... Originally Posted by: Annihilationzh There are workarounds, however. Drones and overlord addons can be triggered with upgrades and they can both have lasers. And those objects don't have to be visible either, so there'll be no signs of what's actually going on behind the scenes.
I've already tried to implement this feature within the drone module. Quote:
Object AmericaJetRaptor
...............
Behavior = HelixContain ModuleTag_29 AllowInsideKindOf = PORTABLE_STRUCTURE End
Behavior = ObjectCreationUpgrade ModuleTag_LPD TriggeredBy = Upgrade_AmericaAirplaneArmor UpgradeObject = OCL_RaptorLPDDrone End
............... End
; ----------------------------------------------------------------------------- ObjectCreationList OCL_RaptorLPDDrone CreateObject Offset = X:0 Y:0 Z:0 ObjectNames = RaptorLPDDrone IgnorePrimaryObstacle = Yes ContainInsideSourceObject = Yes Count = 1 RequiresLivePlayer = Yes End End
; -----------------------------------------------------------------------------
Object RaptorLPDDrone
Draw = W3DDependencyModelDraw ModuleTag_01 DefaultConditionState Model = None End End
Side = Generic EditorSorting = SYSTEM RadarPriority = NOT_ON_RADAR KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI
Body = HighlanderBody ModuleTag_02 MaxHealth = 1000 InitialHealth = 1000 End
ArmorSet Conditions = None Armor = AirRadarDroneArmor DamageFX = None End
Behavior = AIUpdateInterface ModuleTag_03 End
Locomotor = SET_NORMAL RaptorLPDDroneLocomotor
Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 KillWhenRestingOnGround = Yes AllowBouncing = No End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = Raptor_PointDefenseLaser PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE ScanRate = 4 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Three WeaponTemplate = Raptor_PointDefenseLaser PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE ScanRate = 14 ScanRange = 100.0 PredictTargetVelocityFactor = 1.0 End
Behavior = SlavedUpdate ModuleTag_07 GuardMaxRange = 1 ;How far away from master I'm allowed when master is idle (doesn't wander) GuardWanderRange = 1 ;How far away I'm allowed to wander from master while guarding. AttackRange = 1 ;How far away from master I'm allowed when master is attacking a target. AttackWanderRange = 1 ;How far I'm allowed to wander from target. ScoutRange = 1 ;How far away from master I'm allowed when master is moving. ScoutWanderRange = 1 ;How far I'm allowed to wander from scout point. StayOnSameLayerAsMaster = Yes End
Behavior = DestroyDie ModuleTag_08 DeathTypes = ALL End
Geometry = CYLINDER GeometryMajorRadius = 5.0 GeometryMinorRadius = 5.0 GeometryHeight = 5.0 GeometryIsSmall = No End
But came across another problem. The Apache Laser Point Defence module (invisible drone) conflicts with the machine gun turret. And It also conflicts with the Chinook transport module. Perhaps you could advise me, how to implement the LaserPointDefence object so that it does not conflict with other modules of helicopters and aircrafts?
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Your drone is a strange hybrid between an overlord addon and a drone. The OCL puts it inside the raptor, which the HelixContain will then take. The HelixContain has no mention of slots either, which is concerning. This hybrid could cause odd effects and make debugging a pain. Your OCL needs to be a drone's OCL and the HelixContain needs removing too. Quote:The Apache Laser Point Defence module (invisible drone) conflicts with the machine gun turret. I can't think of a reason why that would happen. The comanche's cannon is just a weapon governed by the AI module. Addons and drones are entirely unrelated. I would say something else has likely broken it. Quote:It also conflicts with the Chinook transport module. You can't have two contain modules. The chinook supply collecting may also clash with a HelixContain. Better to use a drone. |
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I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Private Joined: 1/3/2021(UTC) Posts: 6
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Originally Posted by: Annihilationzh Better to use a drone. Could you please give me a documentation link that describes the drone module? Or give some examples. I need the laser point defense object (triggered by upgrade), placed inside a Chinook, Apache, etc, and not conflict with the transport module, etc... Edited by user Thursday, January 7, 2021 9:39:59 AM(UTC)
| Reason: Not specified
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Private Joined: 12/9/2020(UTC) Posts: 37
Thanks: 20 times
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Originally Posted by: discripter ;TriggeredBy = Upgrade_AmericaAirplaneArmor <--- This is doesn`t work
Do note that the semicolon (;) marks a comment which will make whatever follows it in the same line not work. This is known as "commenting out" in programming, when you want to delete something but keep the option of re-adding it later quickly.
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Quote:Could you please give me a documentation link that describes the drone module? There isn't one. Unless you mean the ModuleList: Code:SlavedUpdate
GuardMaxRange = [integer]
GuardWanderRange = [integer]
AttackRange = [integer]
AttackWanderRange = [integer]
ScoutRange = [integer]
ScoutWanderRange = [integer]
StayOnSameLayerAsMaster = [Yes/No]
DistToTargetToGrantRangeBonus = [integer]
RepairRange = [integer]
RepairMinAltitude = [real number]
RepairMaxAltitude = [real number]
RepairRatePerSecond = [integer]
RepairWhenBelowHealth% = [percent]
RepairMinReadyTime = [integer, milliseconds]
RepairMaxReadyTime = [integer, milliseconds]
RepairMinWeldTime = [integer, milliseconds]
RepairMaxWeldTime = [integer, milliseconds]
RepairWeldingSys = [entry from ParticleSystem.INI]
RepairWeldingFXBone = [bone name]
End
Here's what you do: Make a clone of the hellfire drone. All you have to do is copy the whole thing, paste it at the bottom of the file, and rename it. Then create an OCL, again cloning the hellfire's OCL and renaming. Then give your clone a PDL and make sure it works in-game. Then customize it and test again. Then when you've done everything else, make it invisible. If you make it invisible too early, and something goes wrong, you may never know what's actually broken. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Private Joined: 1/3/2021(UTC) Posts: 6
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Originally Posted by: haggis Originally Posted by: discripter ;TriggeredBy = Upgrade_AmericaAirplaneArmor <--- This is doesn`t work
Do note that the semicolon (;) marks a comment which will make whatever follows it in the same line not work. This is known as "commenting out" in programming, when you want to delete something but keep the option of re-adding it later quickly. Yep, I know that :) I am familiar with programming and know about 5 languages. I only showed my question. I want to make laser countermeasures after the upgrade.
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Private Joined: 1/3/2021(UTC) Posts: 6
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Originally Posted by: Annihilationzh Make a clone of the hellfire drone. All you have to do is copy the whole thing, paste it at the bottom of the file, and rename it. Then create an OCL, again cloning the hellfire's OCL and renaming.
Then give your clone a PDL and make sure it works in-game. Then customize it and test again. Then when you've done everything else, make it invisible. If you make it invisible too early, and something goes wrong, you may never know what's actually broken. Thanks for the advice. I've already done something like you advised: Code:
ObjectCreationList OCL_LPDDrone
CreateObject
Offset = X:0 Y:0 Z:0
ObjectNames = LPDDrone
IgnorePrimaryObstacle = Yes
Disposition = LIKE_EXISTING
Count = 1
RequiresLivePlayer = Yes
End
End
Object LPDDrone
Side = Generic
EditorSorting = SYSTEM
RadarPriority = NOT_ON_RADAR
KindOf = CLICK_THROUGH DRONE IGNORED_IN_GUI CAN_ATTACK PRELOAD NO_COLLIDE INERT
Body = HighlanderBody ModuleTag_02
MaxHealth = 100
InitialHealth = 100
End
ArmorSet
Conditions = None
Armor = AirRadarDroneArmor
DamageFX = None
End
Behavior = AIUpdateInterface ModuleTag_03
End
Locomotor = SET_NORMAL LPDDroneLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
KillWhenRestingOnGround = Yes
AllowBouncing = No
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = Raptor_PointDefenseLaser
PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE
ScanRate = 4
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Three
WeaponTemplate = Raptor_PointDefenseLaser
PrimaryTargetTypes = SMALL_MISSILE BALLISTIC_MISSILE
ScanRate = 14
ScanRange = 100.0
PredictTargetVelocityFactor = 1.0
End
Behavior = SlavedUpdate ModuleTag_07
GuardMaxRange = 1 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 1 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 1 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 1 ;How far I'm allowed to wander from target.
ScoutRange = 1 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 1 ;How far I'm allowed to wander from scout point.
StayOnSameLayerAsMaster = Yes
End
Behavior = DestroyDie ModuleTag_08
DeathTypes = ALL
End
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 5.0
GeometryHeight = 5.0
GeometryIsSmall = No
End
Locomotor LPDDroneLocomotor
Surfaces = AIR
Speed = 450 ; in dist/sec
MinSpeed = 0 ; in dist/sec
TurnRate = 999 ; in degrees/sec
Acceleration = 450 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
Braking = 999 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = 140
AllowAirborneMotiveForce = Yes
ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER
Appearance = HOVER
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 20
CirclingRadius = 1
End
And inside the Unit: Quote:Behavior = ObjectCreationUpgrade ModuleTag_LPD TriggeredBy = Upgrade_AmericaAirplaneArmor UpgradeObject = OCL_LPDDrone End I received an invisible drone flying randomly around the helicopter. But I would like laser particle shooting directly from the bottom of the helicopter model. how to do that? Edited by user Thursday, January 7, 2021 10:09:36 AM(UTC)
| Reason: Not specified
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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Quote:I want to make laser countermeasures after the upgrade. Literally? Making countermeasures with a laser attack should actually work lol. Quote:I received an invisible drone flying randomly around the helicopter. But I would like laser particle shooting directly from the bottom of the helicopter model. how to do that?
Well *censored*. My memory is failing me. I thought the slavedupdate with a range of 1 would keep it from wandering. Sorry about that. You can mess around with the slaved modules. There is another one to try: Code:MobMemberSlavedUpdate
MustCatchUpRadius = [integer]
NoNeedToCatchUpRadius = [integer]
Squirrelliness = [real number]
CatchUpCrisisBailTime = [integer]
End
Also PhysicsBehaviour. All it will do is cause collision, which isn't something you want. I'm 90% sure you can remove it - with the caveat that this might break the locomotor (I can't remember). |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Private Joined: 1/3/2021(UTC) Posts: 6
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Originally Posted by: Annihilationzh You can mess around with the slaved modules. There is another one to try: Code:MobMemberSlavedUpdate
MustCatchUpRadius = [integer]
NoNeedToCatchUpRadius = [integer]
Squirrelliness = [real number]
CatchUpCrisisBailTime = [integer]
End
What does that param`s mean? What should I write there?
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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It's the angry mob slaves. The parameters tell them to rush if they don't stay close to the center, and gives them a timer to kill them if they fail. I don't know if it will work, it's just another potential option that might keep the drone close. This is the angry mob code: Code: Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
NoNeedToCatchUpRadius = 15
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End
Another alternative is messing around with laser countermeasures and seeing if you can get something visually satisfying. |
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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Captain Joined: 4/8/2009(UTC) Posts: 57 Location: In a house
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In my Laser Demo Nuke mode the Lazer general's commanches have a similar ability. What it is is an upgrade that loads a sniper inside them. This sniper can fire out of them and can snipe incoming missiles. It is not using overlord, just normal transport contain, like for humvees.
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