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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-13-2004, 07:52 AM
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#1 (permalink)
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Guest
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Attack Locomotors
Where do you find the attack locomotors?
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02-13-2004, 08:20 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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In the Locomotor.ini probably :-)
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02-13-2004, 08:44 AM
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#3 (permalink)
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Guest
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I've looked through the locomotor file but cannot find any attack locomotors. An objects default locomotor is set_normal but there are references to attack locomotors. When an object finds a target the information the game seems to present is that the object goes into its attack locomotor, but there is no list of attack locomotors in the locomotor.ini file.
Is this attack locomotor just the normal locomotor or is there a second locomotor the object looks to for attack?
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02-13-2004, 08:52 AM
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#4 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Hi!
This is a part of the Aurora's ini lines:
Code:
Behavior = JetAIUpdate ModuleTag_07
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode
AttackLocomotorType = SET_SUPERSONIC
AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately
AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL AuroraJetLocomotor
Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
As you can see the locomotors are set in the JETAIUpdate Module and later called by "Locomotor =".
Now I searched the Locomotor.ini for these entries and I found these lines:
Code:
;------------------------------------------------------------------------------
Locomotor AuroraJetLocomotor
Surfaces = AIR
Speed = 180 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 180 ; in dist/(sec^2)
AccelerationDamaged = 120 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 120 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor AuroraJetSluggishLocomotor
Surfaces = AIR
Speed = 120 ;90 ; in dist/sec
SpeedDamaged = 120 ;60 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 90 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly
Braking = 90 ; not much braking, so we go supersonic->sluggish slowly
MinTurnSpeed = 60 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor AuroraJetSupersonicLocomotor
Surfaces = AIR
Speed = 480 ; in dist/sec
SpeedDamaged = 240 ; in dist/sec
; MinSpeed = 240 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 480 ; in dist/(sec^2)
AccelerationDamaged = 240 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 180 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
This is everything you need for Attack Locomotors etc.
cya HEXman
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02-13-2004, 09:19 AM
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#5 (permalink)
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Guest
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Hey thanks alot. You know I figured it was going to be something simple. My problem was is I have been concentrating most of my work into the Raptor and I found its locomotor sets for normal and the generic taxiing but not the attack locomotor. So this is saying that the Raptor attack locomotor is set_normal and if I want to designate an attack locomotor I can set in the jetaiupdate. I did not think to look at the Aurora. (Three different jets in an airfield that supports four is absurd. I'm a realism freak as well so the Aurora never fit into any of my plans seeing as how it is not a US aircraft but some jet that does the job the Nighthawk should do)
My goal was is I have put the M61A1 Vulcan Cannon on the Raptor as a switchable weapon and the weapons acceptable aim delta is 1. I was hoping some attack locomotor would give me an opportunity to make the raptor strafe firing the weapon but I will look into it and perhaps find some other way. Thanks again
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02-13-2004, 09:36 AM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Hmm, aircraft with strafing weapons.
Many tried, many failed. I am one of those that failed :lol:
I would suggest you try to trick the game a bit since the normal bullet / projectile weapons can not strafe they just always hit the target.
Try to use an invisible missile instead for that strafing effect, maybe that works.
Nevertheless, good luck on modding,
cya HEXman
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02-13-2004, 10:23 AM
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#7 (permalink)
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Guest
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Thanks for the advice. My best idea yet has been two F-16's that fly in like A10's and both of them strafe in, fire off their vulcan cannon followed by four raptor style missiles and then dropping three carpet bombs over the area(proud of myself for that one). The problem after I had finished was the vulcan cannons would never stop firing at the target even at the ends of the map(simple fix by adjusting the clipsize, proving the weapon would fire all over the place and try to hit the target). Like I said, I go for the realism and a Raptor that fires off a vulcan cannon like a commanche (at least it has to be in a straight line of sight with the target) still looks pathetic.
The goal here is to have the ability to only build one airfield but have enough firepower in that one to do what it is suppost to. Then put three or so sciences that will bring in other jets, (varying up America's Air Superiority, like it shoud be, looking good in the process). Difficult with trying to set a jet in the airfield with attackermisspersisttimes, low hit points, stealth and other commands, that can still get shot down (only in extreme enemy defenses), costs a fortune, but does the job right all at the same time. If a jet has to fire off six missiles to hit one infantry (most of the time will miss anyways and then have to return to reload for a job others can do in one shot) and you don't want to make its weapon all powerful or still act like a missile and not a bomb, it needs a vulcan that looks right and the jet strafe at the target. If I find something that works, will post for all. Thanks again
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02-13-2004, 10:27 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Quote:
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The problem after I had finished was the vulcan cannons would never stop firing at the target even at the ends of the map(simple fix by adjusting the clipsize, proving the weapon would fire all over the place and try to hit the target).
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Hey man you encountered the same prop as I did! So you added a clipsize to the machinegun so that it stops firing after the attack and that works?
Hope you can answer fast, I am eager to try that :-)
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02-13-2004, 10:38 AM
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#9 (permalink)
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Guest
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Absolutely, in weapon.ini under your weapon it is this command:
ClipSize = 13
It is already there as a parameter all you have to do is specify it. I'm still kind of playing with it only because (dependent on the length of the strafing run and so on, the longer your run the more clips you can specify to fire) so I have mine set to 13, after 13 the jets run out of ammo and can't fire any more. Reply back if needed, I ain't going nowhere
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02-13-2004, 10:52 AM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Germany
Posts: 303
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Hmm okay now. I tried to change the weapon.ini setting and it works, the planes stops shooting after the clip is empty.
But the effect on the ground is still shown.
If you have MSN please tell me your nick so that we can communicate better.
cya HEXman
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