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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-15-2003, 01:21 PM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Small question, about homing missiles
Is it possible to have a missile that has a homing system but is also inaccurate? Because normally when you use ScatterRadius then the missiles just go to somewhere on the ground rather than actually following the unit. I want the missile to follow the unit but it should still explode NEAR the unit rather than ON it. I remember C&C and RA1 had this, you could have a missile follow a unit and then it would explode just in front of or behind it. Is there any way to do this in generals?
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09-15-2003, 03:19 PM
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#2 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 337
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I dont really know but maybe you should specify scatterradius in weapon.ini and in factionunit.ini make the projectile: trytofollowtarget = yes.
maybe never tested it.
i figure this would work.
it tries to follow it and scatters around it i figure
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09-16-2003, 07:03 AM
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#3 (permalink)
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Member
Join Date: Feb 2003
Location: Netherlands
Posts: 51
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Sounds like the unit I suggested in the Deezire Pro:gen forum
Anyhoot, it would r00l if you'd get it to work.
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09-16-2003, 09:47 AM
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#4 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Quote:
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Originally Posted by The_Blind_One
I dont really know but maybe you should specify scatterradius in weapon.ini and in factionunit.ini make the projectile: trytofollowtarget = yes.
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Nope, that's what I tried. Most weapons like the Rocket Buggy missile actually have TryToFollowTarget = Yes as well as a ScatterRadiusVsInfantry. Result: no homing when fired at infantry. Somehow the scattering disables the homing alltogether, I wish I knew how to get to home in, yet not hit the target spot-on (ideas welcome)...
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09-16-2003, 01:34 PM
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#5 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Not sure if this would work but you could try giving it the demotrap proximity detector thing. Maybe. :S
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09-16-2003, 01:47 PM
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#6 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Nice idea I must admit, but it still wouldn't home in that way. And if you enabled homing, it would explode just before its target every time. And BTW, the proximity detector gets triggered by ANY unit, so if you fire over a group of units to a single unit at the back, it will explode at the first unit it encounters.
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09-16-2003, 02:06 PM
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#7 (permalink)
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Senior Member
Join Date: Mar 2003
Location: UK
Posts: 676
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Just a thought  What sort of weapon is this for anyway?
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09-16-2003, 02:12 PM
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#8 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Just a general inaccurate missile  Going to be used by lots of things.
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09-16-2003, 04:36 PM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Posts: 342
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maybe by editing the locomotor so it flies on a certain height and changing the rocket projectile in the faction unit ini so that the rocket dies at an lowerheight deploing its weapon witch can be used to make an multi warhead nuclear missile like it realy is , cant get those to auto choose multiple targets but scatterradius does the job well
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09-16-2003, 04:59 PM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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what would happen if you'd specify an extrme turn speed and a high turn angle ? could it overturn ? then you might be able to get a random scatter ?
I doubt this will work myself though :P I think it'll just hit straight on ...
maybe if you reverse my suggestion .... give it a slow turn rate, and a high turn angle. Or reverse that even.
experiment with the turn angle and turn speed any way :P
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