Parachuted=yes

Bug #895733 reported by cranium
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
New
Wishlist
Unassigned

Bug Description

having the ability to once again have parachuted ordinances by way of Parachuted=yes on the Projectile entry would "IMO" be splendid.

##### STEPS TO REPRODUCE #####
seeings how Parachutes are already coded in game maybe it just needs rehooked to the projectiles?. But I am not a programmer so I have no clue what the hell I'm even talking about.:(

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cranium (cranium) wrote :
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WoRmINaToR (worminator) wrote :

um?

So, what? You want to drop a bomb from a plane and have it deploy a parachute? What purpose would that possibly serve?

And what do you mean "once again"? I don't ever remember this being possible in the past...

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Blade (nadia-xy) wrote :

This was a feature in RA1.

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EVA-251 (eva-251) wrote :

This is a _real_ weapon feature as well.
"Some bombs are equipped with a parachute, such as the World War II "parafrag", which was an 11 kg fragmentation bomb, the Vietnam-era daisy cutters, and the bomblets of some modern cluster bombs. Parachutes slow the bomb's descent, giving the dropping aircraft time to get to a safe distance from the explosion. This is especially important with airburst nuclear weapons, and in situations where the aircraft releases a bomb at low altitude."

Hope that answers your question, but in the event it doesn't:
It improves the visual presentation aspect. A Daisy Cutter isn't a Daisy Cutter if it free-falls. A Badger Bomber's bombing run isn't the same without the parachutes deploying. Free-falling nukes just look retarded.

By the way, looking at the SVN, this issue was being looked at over half a year ago. "starting [Projectile]Parachuted (don't touch yet)"

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DCoder DCoder (dcoder1337) wrote :

Yeah, that flag should be read and make things happen in Ares. It's still WIP, but it kinda sorta works.

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WoRmINaToR (worminator) wrote :

hm, despite the daisy cutter example I never heard of a projectile deploying a parachute... much less any type of nuclear or atomic warhead (the atom bomb sure didn't deploy a parachute...).

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cranium (cranium) wrote :

I know it says in one of the Ares documentations that Parachute.Anim= supposed to allow an object to have a specific parachute anim when listed on that object. Now what I'm wondering is, is a Projectile considered an object? Or is this only going to work on paradropped Infantry and vehicles?
I myself consider a projectile as an object, but the game may not. So thats why I'm asking.

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DCoder DCoder (dcoder1337) wrote :

The game does consider it an object, but Ares doesn't for now. I should fix that sometime.

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cranium (cranium) wrote :

Thanks for the info DCoder, I was wondering why I couldnt get my parachute anim to work on the projectiles. But I wasnt sure if it was me or if the game wasnt recognizing them as objects. Cool beans, this will be another I'll be looking forward to seeing done.

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cranium (cranium) wrote :

unless you guys made some code for this already. I have found a way to make Parachuted=yes to work on projectiles. So let me know if something has been added so I dont go making a fool out of myself.:/

As you can see in the 2 images I've posted, the one with the parachutes deploying is set to Parachuted=yes on the projectile while the other one dosent as you can see there is no parachutes.

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DCoder DCoder (dcoder1337) wrote :

I think I was distracted when writing my last post, as Parachuted=yes has been enabled on Projectiles for a long time now.

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cranium (cranium) wrote :

O.K. I confirm this to be working fully. I see no need to have this go any further. This issue can be marked as Fixed or closed then.

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Renegade (renegade) wrote :

Survived DFD.

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cranium (cranium) wrote :

Well crap, it seems we have another issue with Parachuted=yes. When attached to a projectile it correctly displays the parachute anim however the weapon will not detonate at specified target. It just falls into the ground. If Parachuted=yes is removed then weapon will detonate.
I tried this 5 seperate times just to make sure. All 5 times with Parachuted=yes resulted in no detonation, while commenting out ;Parachuted=yes allowed weapon to detonate.

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Renegade (renegade) wrote :

Re-opened as per claim above.

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cranium (cranium) wrote :

Strange. Using Burst=2 has different results, Fisrt released projectile still goes straight into the ground, while the second projectile released explodes on target. Same goes for Burst=5. It releases 5 parabombs, but only the second one released explodes, leaving the rest to just disappear into the ground.

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cranium (cranium) wrote :

I was just wondering if anyone's had a chance to look into this further. I know you guys are busy as all hell, so I dont want you to think I'm bothering you about this. Just checking to see if it's been looked into thats all. No hurries.

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WoRmINaToR (worminator) wrote :

Not really sure if this should be fixed for 0.2 given the already large amount of work to be done for the release and the relatively short amount of time until the release (of course no due date is set but I know we all want it out relatively soon), but bugfixing an already-implemented feature does have more priority than a general feature request... I'd have no objections if this was worked on any time immediately after 0.2, I just think the focus should be elsewhere for now... on 0.2's release.

If this is deemed an important issue for 0.2 though, then that's a different story and that's for the developers to choose.

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Krozalid (krozalid) wrote :

cranium , I could make the projectile detonate with the AirToGroundMissile projectile and I only added Parachuted=yes . I'll post a screenshot .
Edit : And I am using Ares 0.1 P1 .

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cranium (cranium) wrote :

hmmm, I did some more testing on this and it looks like the problem lies with the parachute anim LoopCount=. Having to low of a loopcount allowing the parachute anim to expire while projectile is still in flight causes this wierd bug that wont allow it to detonate. I did multiple tests with different loopcounts and as long as the parachute anim was still playing at the moment of impact all bombs detonated. However when parachute anim was allowed to expire before impact, it wouldnt detonate.
I'm not sure what to suggest for this. If it's not fixable maybe leave a note in the manual explaining this behavior with parabombs.

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EVA-251 (eva-251) wrote :

I use this feature to simulate a supply drop, and judging by the number of cash crate sounds I hear when this happens, anywhere from 1 to all 5 crates dropped "detonate". It's quite buggy.

Hopefully this feature can eventually be fully fleshed out, because right now, parachuted ordinance plunges to the ground at the same speed bombs do.

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cranium (cranium) wrote :

"Hopefully this feature can eventually be fully fleshed out, because right now, parachuted ordinance plunges to the ground at the same speed bombs do."

I noticed that as well, but by lowering the Speed= value on the weapon and adjusting the MaxParachuteFallRate= from -3 to 4, allowed it to fall at a much slower rate. But most likely will interfer with normal ParaDrops.

May I suggest a seperate ParachuteMaxFallRate=, NoParachuteMaxFallRate= tags for Parabombs? Maybe

ParabombMaxFallRate=
NoParabombMaxFallRate=-

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Krozalid (krozalid) wrote :

What about the Acceleration= tag on the projectile ? You could try that .

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EVA-251 (eva-251) wrote :

I am fairly certain neither are even read/used when the attack uses the special bombing run logic, IE:
;Crate dropping run
[CrateProj]
Image=CRATEDROP
Elasticity=0.0
Bouncy=yes ;so "bombs" dont snap onto the "target"
Parachuted=yes
FirersPalette=yes

Speed=0 regardless.

Edit- setting ParachuteMaxFallRate to 4, unsurprisingly, had no effect on this and caused paratroopers to fly to the ceiling of the map before losing their parachutes and plunging to the ground.

Which admittedly would be cool for an orbital drop reinforcement ability.

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cranium (cranium) wrote :

I dont know what the differences are between you and me, but on my end both ParachuteMaxFallRate= and Speed= affects my parabombs. The codes below were the best settings for me and worked great, although as I mentioned a couple posts up, it may affect the paradrops, and it does. Thus why I suggested seperate tags for these.

ParachuteMaxFallRate=5
NoParachuteMaxFallRate=-100

[BombDrop]
Floater=yes
Projectile=BombDropP
Speed=4
Burst=2
Warhead=GRENADEBOOM
Damage=100
ROF=30
Range=8
Report=KirovAttack

[BombDropP]
Image=BOMB2
Cluster=4
Parachuted=yes
ROT=1
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

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DCoder DCoder (dcoder1337) wrote :

Uh, guys, a positive fall rate should end up elevating the falling object. At least I know it does so on paradrops...

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cranium (cranium) wrote :

yes, that is the case with normal paradrops, however it dosent affect my parabombs that way. I have mine set to ParachuteMaxFallRate=5 and it works great for my parabombs but makes paradropped infantry fly to the sky. But if I set it back to normal ParachuteMaxFallRate=-3 they fall to the ground to fast. It must affect Projectiles differently. I dont know, but what I do know I cant keep it that way because my paradrops are more important than my parabombs and having a setting of ParachuteMaxFallRate=5 whacks my paradrops.:/
I'll just have to live with faster falling parabombs for now.

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EVA-251 (eva-251) wrote :

The difference is that I'm using bombing-run logic for my supply drop; think Orca Bomber, not the Carrier's Hornets.

BTW, just a random INI-size shrinking tip: SubjectToCliffs/Elevation/Walls all default to no. :P

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cranium (cranium) wrote :

"BTW, just a random INI-size shrinking tip: SubjectToCliffs/Elevation/Walls all default to no. :P "

yeah I know. They were added and set to =yes for testings, wound up with =no and just havent removed them yet.

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Chanterier (speederyr) wrote :

Okay, I've been trying to check this feature for a while but I can't get it to work.

Is there anything else apart from Parachuted set to 'yes' on projectiles to make this work?

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cranium (cranium) wrote :

try this, BombParachute=PARACH "insted of PARABOMB"

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Chanterier (speederyr) wrote :

Thanks, it worked.

However it seems that those bomb parachutes are visible through shroud.

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cranium (cranium) wrote :

yeah, it has a few issues. It may be awhile before this gets fixed though.

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