02-03-2016, 08:15 AM
Hello, me again
Okay, so the Cannonball is supposed to be a dumbfire missile. Right now we had the problem where the projectile is spawned and just stays in one place due to lag.
This is the current code for the cannonball missile, and I've shown the problematic parts in red:
So let us see how it works.
The missile is spawned in when you click your Launch Missile key and it starts off at whatever the impulse of your ship is.
Then it quickly starts gaining speed, this is where the
accel = 499
comes in.
It does so instantly because we have the
delay = 0
Instead of this, let us try a different concept.
I am not exactly sure how fast the original missile was supposed to be, but let us say it is 600 ms.
Then the code should look like this:
It means that the missile starts off from the ship at a specified speed, instead of at 0 and with a huge acceleration.
Something Something.
EDIT: I am also pretty sure that for a dumbfire missile you do not need to have the current Seeker settings. Take a look at Flak Turrets for an alternative code to that part.
EDIT2: Actually, I am pretty sure that time_to_lock = 4 is causing some dumbs.
Okay, so the Cannonball is supposed to be a dumbfire missile. Right now we had the problem where the projectile is spawned and just stays in one place due to lag.
This is the current code for the cannonball missile, and I've shown the problematic parts in red:
[Motor]
nickname = missile01_mark05_motor
lifetime = 1.0
accel = 499
delay = 0
[Explosion]
nickname = missile01_mark05_explosion
effect = dsy_cannonball_01_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 50
hull_damage = 8400
energy_damage = 0
impulse = 50
[Munition]
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
ammo_limit = 30
hit_pts = 2
one_shot_sound = fire_missile_regular
const_effect = dsy_cannonball_01_drive
detonation_dist = 12
lifetime = 3
Motor = missile01_mark05_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 4
seeker_range = 1500
seeker_fov_deg = 35
max_angular_velocity = 0
seeker_fov_deg = 35
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0
[Gun]
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 6750
explosion_resistance = 0.33
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 4000
refire_delay = 4
muzzle_velocity = 1
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 180
lootable = true
LODranges = 0, 40, 80, 120, 200
nickname = missile01_mark05_motor
lifetime = 1.0
accel = 499
delay = 0
[Explosion]
nickname = missile01_mark05_explosion
effect = dsy_cannonball_01_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 50
hull_damage = 8400
energy_damage = 0
impulse = 50
[Munition]
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
ammo_limit = 30
hit_pts = 2
one_shot_sound = fire_missile_regular
const_effect = dsy_cannonball_01_drive
detonation_dist = 12
lifetime = 3
Motor = missile01_mark05_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 4
seeker_range = 1500
seeker_fov_deg = 35
max_angular_velocity = 0
seeker_fov_deg = 35
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0
[Gun]
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 6750
explosion_resistance = 0.33
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 4000
refire_delay = 4
muzzle_velocity = 1
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 180
lootable = true
LODranges = 0, 40, 80, 120, 200
So let us see how it works.
The missile is spawned in when you click your Launch Missile key and it starts off at whatever the impulse of your ship is.
Then it quickly starts gaining speed, this is where the
accel = 499
comes in.
It does so instantly because we have the
delay = 0
Instead of this, let us try a different concept.
I am not exactly sure how fast the original missile was supposed to be, but let us say it is 600 ms.
Then the code should look like this:
[Motor]
nickname = missile01_mark05_motor
lifetime = 1.0
accel = 0
delay = 0
[Explosion]
nickname = missile01_mark05_explosion
effect = dsy_cannonball_01_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 50
hull_damage = 8400
energy_damage = 0
impulse = 50
[Munition]
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
ammo_limit = 30
hit_pts = 2
one_shot_sound = fire_missile_regular
const_effect = dsy_cannonball_01_drive
detonation_dist = 12
lifetime = 3
Motor = missile01_mark05_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 4
seeker_range = 1500
seeker_fov_deg = 35
max_angular_velocity = 0
seeker_fov_deg = 35
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0
[Gun]
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 6750
explosion_resistance = 0.33
debris_type = debris_normal
parent_impulse =0
child_impulse = 0
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 4000
refire_delay = 4
muzzle_velocity = 600
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 180
lootable = true
LODranges = 0, 40, 80, 120, 200
nickname = missile01_mark05_motor
lifetime = 1.0
accel = 0
delay = 0
[Explosion]
nickname = missile01_mark05_explosion
effect = dsy_cannonball_01_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 50
hull_damage = 8400
energy_damage = 0
impulse = 50
[Munition]
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
ammo_limit = 30
hit_pts = 2
one_shot_sound = fire_missile_regular
const_effect = dsy_cannonball_01_drive
detonation_dist = 12
lifetime = 3
Motor = missile01_mark05_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 4
seeker_range = 1500
seeker_fov_deg = 35
max_angular_velocity = 0
seeker_fov_deg = 35
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0
[Gun]
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 6750
explosion_resistance = 0.33
debris_type = debris_normal
parent_impulse =0
child_impulse = 0
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 4000
refire_delay = 4
muzzle_velocity = 600
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 180
lootable = true
LODranges = 0, 40, 80, 120, 200
Something Something.
EDIT: I am also pretty sure that for a dumbfire missile you do not need to have the current Seeker settings. Take a look at Flak Turrets for an alternative code to that part.
seeker = DUMB
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
;Basic Flak
seeker_range = 1100
seeker_fov_deg = 35
max_angular_velocity = 0.0
;Basic Flak
EDIT2: Actually, I am pretty sure that time_to_lock = 4 is causing some dumbs.