New misle with Aoe efect

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wizard58
Posts: 186
Joined: Sat Dec 03, 2005 8:00 am
Location: Romania

Post by wizard58 »

Has anyone tough about it how will allegiance look i we had some missiles with area of effect damage ?
I am not talking about huge AoE say just 10-30m and not all missiles.
It wold be fun if u can deploy mines from a distance for example a missile that detonates 500m in front of the target dos no damage to the target but it releases the inner of the missile i this case mine filed 100 m range, this can b relay helpful in those times u se th bomber coming but u just don't have time to get close enough to the aleph to deploy mines !??
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madpeople
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Location: England

Post by madpeople »

core format change for AOE, allegiance supports missile aoe, but they are all set to 0 right now.

while we dont have the new core format (its being worked on)

we could use aleph res's area to define a missiles aoe.

missiles that deploy mines or more missiles is a code change.
as is detonating a distance away from target (also a core change)

also a nifty (core + code change) would be something like this

Code: Select all

if range_to_target < missile_AOE{
    if range_to_target > previous_range_to_target{
        dettonate
    }
}
previous_range_to_target = range_to_target
this gets checked every update

basically, you fire your missile at the target

as it gets closer to the target range to target is always lower than previous range to target (its range a little earlier)

now, if it hits the target, its all well and good, it explodes

but if it misses, the range to target will look like this (say aoe radius for this missile is 100)

500 - \ // when missile is launched
400 - 500 // taking big steps here to save time writing this out
300 - 400
200 - 300
150 - 200 // making steps smaller to show what happens in more detail
120 - 150
110 - 120
100 - 110
90 - 100
89 - 90
88 - 89
87 - 88 // missile is closest to target here
88 - 87 // missile is now moving away from target, previous range to target is bigger than its current range to target, the missile is also in aoe range, so it detonates


but if the missile misses by quite a bit and doesn't enter aoe range it doesn't detonate to give it a chance to turn around and come back to hit the target (like hunters, seekers to a certain extent and hunter killers do)
Grimmwolf_GB
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Post by Grimmwolf_GB »

wizard58 wrote:QUOTE (wizard58 @ Jan 7 2007, 01:51 PM) Has anyone tough about it how will allegiance look i we had some missiles with area of effect damage ?
I am not talking about huge AoE say just 10-30m and not all missiles.
It wold be fun if u can deploy mines from a distance for example a missile that detonates 500m in front of the target dos no damage to the target but it releases the inner of the missile i this case mine filed 100 m range, this can b relay helpful in those times u se th bomber coming but u just don't have time to get close enough to the aleph to deploy mines !??
Could you please use some sort of spell check before you post? "." are also quite useful.
asheron2k
Posts: 360
Joined: Sat Feb 05, 2005 8:00 am
Location: Texas

Post by asheron2k »

madpeople wrote:QUOTE (madpeople @ Jan 7 2007, 07:14 AM) stuff
Noted in case i begin work on IS again.
Clay_Pigeon wrote:QUOTE(Clay_Pigeon @ May 13 2008, 08:24 PM) can i post a story about my cat flying an elf?
Avalanche
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Joined: Sun Feb 22, 2004 8:00 am
Location: Stockholm, Sweden, Tellus, Sol

Post by Avalanche »

I coded up some stuff related to AoE for missiles in a patch (where I also added new graphics instead of the blue smoke). If that patch makes it into the next release there shouldn't be anything stopping core developers from using AoE missiles. However, they would still have to connect with the target to actually explode.

When I get a development system up and running I will look into madpeople's idea.
/Avalanche

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Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Avalanche wrote:QUOTE (Avalanche @ Jan 9 2007, 01:31 PM) I coded up some stuff related to AoE for missiles in a patch (where I also added new graphics instead of the blue smoke). If that patch makes it into the next release there shouldn't be anything stopping core developers from using AoE missiles. However, they would still have to connect with the target to actually explode.
do you mean using the area of effect normally associated with aleph res to define its AOE if aleph res isn't checked?

what's wrong with blue smoke?

guess i should see what the new explosion looks like, perhaps the new one for aoe, re-size it to the size of the aoe perhaps?

QUOTE When I get a development system up and running I will look into madpeople's idea.[/quote]
`ys /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />


p.s. can we make it so you cant shoot your own sides missiles.

its just dam annoying having to stop shooting in fighters and stangs when your moving in some directions so you don't shoot your own missiles.
Avalanche
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Location: Stockholm, Sweden, Tellus, Sol

Post by Avalanche »

madpeople wrote:QUOTE (madpeople @ Jan 9 2007, 03:41 PM) what's wrong with blue smoke?
If you wonder what's wrong with blue smoke I suggest you play Freespace 2. Then you would suddenly realize why a nuke should create a huge explosion and a shockwave, not just a little puff of blue smoke. I don't think you should be in doubt if your nuke exploded or not /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
/Avalanche

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Any technology, no matter how primitive, is magic to those that do not understand it. (Mark Stanley, Freefall, 1999)
Quod licet Iovi, non licet bovi
12/27/07 20:48:39: <Player in trouble> (all): Run its AVA
wizard58
Posts: 186
Joined: Sat Dec 03, 2005 8:00 am
Location: Romania

Post by wizard58 »

/doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" /> I remember that nuke and the blasted shock wave that whipped out 7 of my wingmen in one mission
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Gothmog
Posts: 318
Joined: Wed Feb 15, 2006 8:00 am
Location: Olympia, WA, USA

Post by Gothmog »

madpeople wrote:QUOTE (madpeople @ Jan 7 2007, 11:14 PM) core format change for AOE, allegiance supports missile aoe, but they are all set to 0 right now.

while we dont have the new core format (its being worked on)

we could use aleph res's area to define a missiles aoe.

missiles that deploy mines or more missiles is a code change.
as is detonating a distance away from target (also a core change)

also a nifty (core + code change) would be something like this

Code: Select all

if range_to_target < missile_AOE{
    if range_to_target > previous_range_to_target{
        dettonate
    }
}
previous_range_to_target = range_to_target
this gets checked every update

basically, you fire your missile at the target

as it gets closer to the target range to target is always lower than previous range to target (its range a little earlier)

now, if it hits the target, its all well and good, it explodes

but if it misses, the range to target will look like this (say aoe radius for this missile is 100)

500 - \ // when missile is launched
400 - 500 // taking big steps here to save time writing this out
300 - 400
200 - 300
150 - 200 // making steps smaller to show what happens in more detail
120 - 150
110 - 120
100 - 110
90 - 100
89 - 90
88 - 89
87 - 88 // missile is closest to target here
88 - 87 // missile is now moving away from target, previous range to target is bigger than its current range to target, the missile is also in aoe range, so it detonates
but if the missile misses by quite a bit and doesn't enter aoe range it doesn't detonate to give it a chance to turn around and come back to hit the target (like hunters, seekers to a certain extent and hunter killers do)
What happens when that int you are shooting at is passing you really fast or is moving faster than the missile's launch velocity or is beind you when you fire the missile? You'd kill yourself! (although this may not be a bad thing for some people)

Also, there are missiles with AOE on EoR, you can check them out. One is the point defence thingamajig.
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madpeople
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Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

Gothmog wrote:QUOTE (Gothmog @ Jan 15 2007, 09:29 AM) What happens when that int you are shooting at is passing you really fast or is moving faster than the missile's launch velocity or is beind you when you fire the missile? You'd kill yourself! (although this may not be a bad thing for some people)
you recieve a darwin award for shooting your self.
if the int is doing something like that, no missile would hit them, so there is no point in shooting it, turning around would be a better idea

QUOTE Also, there are missiles with AOE on EoR, you can check them out. One is the point defence thingamajig.[/quote]
are you sure? last time i checked i was told missiles can have AOE, but there is no way to define it with the current core format so all of them have 0 AOE range by default.

the only aoe thing in core related to missiles is for the res
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