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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-28-2005, 02:59 PM
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#1 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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[SOLVED] Force Fire Area
Is it possible to set "Force Fire" as area effective? At present, I have some long range artillery structures that are only able to fire in one direction; forwards.
The problem is, finding a target at long range is difficult from such range. It is possible to create minimal turning by having a slow turret rotate speed, but this allows the unit to fire anywhere given the time, and defies the point. Ideally I would just limit the turret turning angle, but of course the wonders of the engine won't allow me.
So the question is thus; is it possible to create an target area of some size that a given unit can fire anywhere into if it is able? This means that a rough target can be painted without it having to be precise.
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02-28-2005, 06:16 PM
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#2 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 306
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Maybe changing the damage radius may work.
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02-28-2005, 08:17 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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The trouble with that is the whole area will take damage, and will need an almighty explosion to make sense. It also fails to eliminate the core problem of requiring a perfect aim to fire.
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02-28-2005, 11:18 PM
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#4 (permalink)
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Senior Member
Join Date: May 2004
Location: My Secret Volcano Lair (USA)
Posts: 702
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for one you can add a scatter radius
or you could use the logic the comanche's rocket pods do
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03-01-2005, 05:44 AM
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#5 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Again, the scatter radius is of no use, you still need a perfect click on target to fire it. I am, however, interested as to how the rocket pods may help.
I was also wondering last night about the Battlecruiser targets for the artillery - I can't remember exactly how it worked, but might that behave how I require?
I've just quickly knocked up a test, whereby I've got a special power ( that for some reason doesn't appear on the sidebar? I've not worked with SPs before so I'm not sure how that works ) that causes the artillery to fire.
What I would like is the following, if possible:
- Select special power, with fairly large radius ( like 150 ).
- Any artillery able to fire on the target do so ( ie. they are within the radius specified ).
Any ideas?
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03-01-2005, 04:48 PM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 306
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Maybe this will help.
AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target.
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03-01-2005, 05:03 PM
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#7 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Excellent, that sounds just the ticket; I'll bang it in and see if it works. Cheers 
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03-01-2005, 08:40 PM
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#8 (permalink)
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Senior Member
Join Date: May 2004
Location: My Secret Volcano Lair (USA)
Posts: 702
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er, guess I misunderstood the question... but keep in mind, scatter radius is very different than damage radius 
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03-02-2005, 06:28 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Don't worry, I know, I use scatter radius all the time to allow shots to miss the target 
As it happens, the artillery also has a very wide scatter.
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03-02-2005, 06:45 AM
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#10 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 306
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Did the acceptable aim delta work?
By the way, i got it from the Auora code.
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