TS Missile feature[Image include]

Bug #895343 reported by Bug Importer
16
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

I dont know what this logic is called, but here is a picture from Aro´s TS mod called Twisted Insurrection(o really?):
http://www.ppmsite.com/forum/files/realrock_935.gif

Would be cool if this worked in YR.

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Marshall (m-edward) wrote :

This looks like it could already be done in YR using an animation and cellspread (like the Cluster Rockets in Warcraft 3 - just use a uniform cellspread with 100% effect rather than having each individual rocket deal damage - it's good enough).

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Holy_Master (holy-master) wrote :

it using reaper missile logic..

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Bug Importer (bug-importer) wrote :

Marshall whaaaaat? I dont understand. This is not possible in YR.

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Marshall (m-edward) wrote :

No, not possible in YR, but a nearly perfect work around is possible. Just my opinion.

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Renegade (renegade) wrote :

Small ROF, Burst, Inaccurate, maybe FlakScatter, maybe CourseLockDuration, Airburst, AirburstWeapon.

What's the problem here?

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Bug Importer (bug-importer) wrote :

It dont look cool as the reaper logic, Ren

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Teleros (teleros) wrote :

If there's a near-solution to this in YR already then perhaps save this request for later?

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WoRmINaToR (worminator) wrote :

[WEAPON]
Burst=15 (some high number. 15 was around what the MRLS used)
ROF=15 (some medium number. Again, that MRLS used about 15)

[TECHTYPE]
InitialAmmo=2
Ammo=2(You can do whatever you like here, MRLS used 2)
Reload=225 (Some medium-large number, I can't tell from that pic what that MRLS used)
PipScale=Ammo
PipWrap=2

[PROJECTILE]
Arm=1
Inaccurate=yes (As Renegade said)
FlakScatter=maybe, if you want it. (As Renegade said)

That should, with your own personal tweaks and touches, produce about the same effect.

Burst= makes it fire a ton of shots in rapid succession, Arm= sets the delay between burst shots, the ROF will set the delay between the two bursts, and Ammo=2 means it will fire 2 bursts, then self-reload at a set interval.

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Bug Importer (bug-importer) wrote :

What you wrote about what Arm= tag does is not correct. What you are talking about is BurstDelay

Arm=
Specifies an arming delay before this projectile is able to trigger its attached warhead. Defaults to '0', although this appears to have little or no effect in Red Alert 2.

And with your weapon WoRmINaToR, it would take 15 frames for all the "Missiles" to come out. Thats way to mutch.

But does BurstDelay=0 work?

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Renegade (renegade) wrote :
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AlexB (alexander-b) wrote :

Implemented as:
The split weapon of the Cyborg Reaper from Tiberian Sun fired two missiles. Each of them splits in mid-air after they gained some altitude, releasing two new projectiles each, which would either aim for the original target or retarget to one of the units nearby (range 2) or a cell random cell in a 7x7 area.

[Projectile]Splits= (boolean, defaults to no): Whether the projectile will split into a number of other projectiles defined by Cluster and AirburstWeapon. Can be combined with Airburst.

[Projectile]RetargetAccuracy= (float, defaults to 0.0): The probability that a split cluster will aim for the same target the original projectile was shot at. The higher the value, the less likely it is for the split projectile to chose another target. Valid range is 0.0 to 1.0.

[Projectile]AirburstSpread= (float, defaults to 1.5): The range the airburst effect covers. Each cell in range will be targeted by the AirburstWeapon. Requires Airburst=yes. Cannot be combined with Splits=yes.

Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: Invalid → Fix Committed
milestone: none → 0.7
Revision history for this message
mevitar (mevitar) wrote :

Apart for RetargetAccuracy working completely opposite to the way described here (the higher the value, the higher the chance of picking another target/cell), everything works fine.

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AlexB (alexander-b) wrote :

The bugs have been fixed, and a few more changes were committed:
- TS multiplied the AirburstWeapon damage with 10, Ares did so, too, but doesn't do so any more.
- Speed was hardcoded to about 19, but now uses the AirburstWeapon speed.
- Bright on the AirburstWeapon should be supported now

Customizable target area for Splits and Airburst

[Projectile]AroundTarget= (boolean, defaults to Splits)
Whether a projectile with Splits=yes or Airburst=yes should use the area around the original target to look for new targets for each cluster. If enabled, the clusters will continue their way to the originally intended target. Otherwise, the clusters will use the area where the projectile split up.

Revision history for this message
mevitar (mevitar) wrote :

14.104.1197
The game doesn't multiply the damage by 10 anymore.
Speed= on AirburstWeapon= works,
Bright=yes on AirburstWeapon= works.

AroundTarget= works as it's supposed to for both values (including different combinations of Splits= and Airburst= values).

AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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