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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-08-2004, 12:50 AM   #1 (permalink)
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Default Help understanding the PDL module tags

Ok, I have some questions about some inconsistencies that are confusing me.

When I messed around with the Avenger PDL, I noticed it has two of them, but one had a scan rate of 0. I took this to mean that this is why it was disabled, so I gave it the scan rate of the other PDL (100), and it worked.

But looking at the AF General's standard PDL for its aircraft, I noticed that the scan rate attached to the PDL module tags for the Aurora and SF is set to 0. Technically they shouldnt fire PDLs at all, and the King Raptor should have only one PDL firing as the other is inactive.

Can someone please explain to me what

ScanRate, ScanRange, and PredictTargetVelocityFactor mean/do when you adjust their values up and down?

Thanks.
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Old 07-08-2004, 05:43 AM   #2 (permalink)
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ScanRate = 0 means that it will scan as fast as it can AFAIK.
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Old 07-08-2004, 04:32 PM   #3 (permalink)
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Just testing it gives the following impression:

ScanRate: Time between scanning for missiles within it's range. The pdl has a reload time for itself in the weapontemplate but this value determines how fast a missile is detected that is in range.

The only reason I see for the two different scanrates is to make the chance of both pdl's firing at the same missile as small as possible. It are two independant modules, not sharing any info. I could be completely wrong about this though.

ScanRange: Range in whitch it scans for missiles. The pdl itself is limited by it's weapon range however it needs to know in time that a missile is coming.

PredictTargetVelocityFactor: I tried numbers ranging from 0 to 1000000 and I didn't notice any difference. I though it would have to do with the speed and direction in witch the 'dead' missiles travel but it just stayed the same.

So that makes that you can't point to one value and say what influence it has. The pdl can have a good range, if it detects the missiles to late it can't stop them. It can have a good rate of fire, if it does not scan fast enough, it is of no use. Together (ScanRate, ScanRange, AttackRange and DelayBetweenShots) they determine the effectiveness of the pdl.


And for activating the second pdl on the avenger, just activating module 'laser_two' (which is commented out now) should be enough.
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Old 07-08-2004, 04:39 PM   #4 (permalink)
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Code:
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AvengerPointDefenseLaserOne
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End

  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
    WeaponTemplate        = AvengerPointDefenseLaserTwo
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 100
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
Where is it commented out? What I did was change the scan rate = 0 to 100 in the ModuleTag_Laser_One and it activated that laser just fine. Thats what led me to believe that the scan rate of 0 deactivates it. Could this be a bug in the Avenger code? I checked the weapon ini file and AvengerPointDefenseLaserOne wasnt commented out either. Just so confusing.
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Old 07-08-2004, 05:05 PM   #5 (permalink)
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I can imagine that PredictTargetVelocityFactor is to be able to predict where a target is in case the PDL is not actually a laser but a projectile weapon. That way you can tell a missile to fly ahead of the incoming (bigger) missile, to prevent it from having to chase it if it can't keep up. Instead, it will move ahead of it, and take the incoming projectile out as the two meet.
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Old 07-08-2004, 07:16 PM   #6 (permalink)
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Do you really think "PredictTargetVelocityFactor" is supported in MissileAIUpdate?

Or do you mean that the laser actually is not a pdl but a normal missile? Confusing... :lol:
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Old 07-09-2004, 02:48 AM   #7 (permalink)
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It is possible to have anti-missile defense using a projectile using the Pointdefenselaserupdate. And AGM, the original Avenger PDL code was commented out which was what Rene was talking about. One more thing, is that "Carpetbomb require arifield" code working?
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Old 07-09-2004, 02:44 PM   #8 (permalink)
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Quote:
Originally Posted by AgmLauncher
Code:
  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
    WeaponTemplate        = AvengerPointDefenseLaserOne
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 0
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End

  Behavior = PointDefenseLaserUpdate ModuleTag_Laser_Two
    WeaponTemplate        = AvengerPointDefenseLaserTwo
    PrimaryTargetTypes    = BALLISTIC_MISSILE SMALL_MISSILE
    ScanRate              = 100
    ScanRange             = 200.0
    PredictTargetVelocityFactor = 1.0
  End
Where is it commented out? What I did was change the scan rate = 0 to 100 in the ModuleTag_Laser_One and it activated that laser just fine. Thats what led me to believe that the scan rate of 0 deactivates it. Could this be a bug in the Avenger code? I checked the weapon ini file and AvengerPointDefenseLaserOne wasnt commented out either. Just so confusing.
I don't know where you got that code from but it's not from the original ini's. I just made fresh copies of all four USA factions and they all have the second laser commented out.

AmericaVehicle.ini: line 2521 to line 2527
AirforceGeneral.ini: line 7167 to line 7173
LaserGeneral.ini: line 6878 to line 6884
SuperweaponGeneral.ini: line 7351 to line 7357


@2312222
I think he meant that the code could be used for missiles intercepting other missiles. I don't know that should be realised but you could try using a missile as the weapon template.
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