Monday, April 23, 2012

Little Problem with FlyingHigh mod ;)

Hi,
i use this mod and basicaly i am happy with it ...
But the problem is -> Air units that have direct ground attack wapons can now have
a smaler range to hit here target and specialy the T1 UEF gunship cant hit small ground vehicles anymore ;)
To fix this , 2 ways possible ...
The one is to change the bp from all affectet units and correct the ground wapon range by adding the new fly hight to the range ...
But then every time a unit is changed (new mod version ..) this musst be fixed maybe ..
The better way (if it possible ..??) is to fix it "smart" ...
Check is the unit an air unit who the flyinghigh mod will change the fly hight ..
Then check have the unit a direct-ground fire wapon ..
Then add the difference from old fly hight <> new fly hight to the wapon range ..
If this possible ;)
Regards
R-TEAM|||There is no T1 UEF gunship.
I won't fix FlyingHigh until you actually explain the problem in proper English... I simply don't know what is wrong with the mod.|||He seems to be saying that due to the higher altitude, gunships will have a shorter effective range. First, are unit ranges even calculated as spheres, or are they just cylinders? If they were cylinders, there should be no problem with ranges at all.|||Some projectiles could be an issue, lifetime, gravity, aiming etc. had a bunch of issues for my hovering Bulletstorm, but ranges are Cylinders.|||Weapon ranges are cylinders, but projectile ranges are spheres. That can be annoying at times because it is very counter-intuitive.
If that is the problem Tx is talking about, then I should be able to easily fix it.|||That's summing it up nicely, BulletMagnet.
oh btw, your signature link is broken.|||Hi,
sorry for my glibbish english ;)
(should not write at 04AM after nightshift :P )
To "no T1 gunship" ->
http://r-team.homepage.t-online.de/gfx_full/SCF01.jpg
(screenshot)
but dont ask me which mod are the source of this ;)
And yea - Ghaleon are right ....
Have thinked the range is a sphere - but it is the projectile that dissapere before
hit the target ...
So a fix would be very welcome ;)
Regards
R-TEAM|||Ghaleon|||Well if it's from some mod then don't expect me to know about it. I've made a change, test it and see what happens.
Check viewtopic.php?p=561869#p561869 for a link.|||Hi,
thanks for the try BulletMagnet :)
But your V2 crashes the game very early to desktop ....
And for the unknow T1 gunship - have Blackops mods and ExperimentalWars 1.96 and
4DC ....
Regards
R-TEAM|||Yeah, had a miscreant extra dot in there instead of a space. My bad.
http://code.google.com/p/healthandmana/ ... 20High.zip|||I see, that's mean, linking somewhere we normals can't go to.|||Ghaleon|||I can still see it :D|||Good to know BulletMagnet.
And you're not helping LD :P, but interesting, so a bunch of dead-horse posts are archived somewhere, that place must be a mess.|||Ghaleon|||Also, it's still broken. Since I was too lazy to actually test the mod, it shits bricks when passing over projectile scripts that don't spec. a Lifetime variable.|||GHALEON!!!!
Which mod is in you signature !!!|||janez|||Hi,
yup - you are right BulletMagnet ...
Its not crash early after start but later .... ;)
Regards
R-TEAM|||Legion Darrath

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