Forged Alliance Forever Forged Alliance Forever Forums 2019-06-16T19:48:48+02:00 /feed.php?f=41&t=13068 2019-06-16T19:48:48+02:00 2019-06-16T19:48:48+02:00 /viewtopic.php?t=13068&p=175541#p175541 <![CDATA[Re: Smart Tactical Missiles V21 for all game versions]]> Update 16.Jun.2019 (v21)
-Fixed unitnames to match the latest nomads version.

Statistics: Posted by Uveso — 16 Jun 2019, 19:48


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2019-02-01T13:13:42+02:00 2019-02-01T13:13:42+02:00 /viewtopic.php?t=13068&p=171561#p171561 <![CDATA[Re: Smart Tactical Missiles V20 for all game versions]]> Update01.Feb.2019 (v20)
- Missiles launcher no longer attacks underwater targets.

Statistics: Posted by Uveso — 01 Feb 2019, 13:13


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2018-07-09T18:07:26+02:00 2018-07-09T18:07:26+02:00 /viewtopic.php?t=13068&p=165756#p165756 <![CDATA[Re: Smart Tactical Missiles V19 for all game versions]]>
Oh yes that's true. If you build 100 launcher then you can see the simspeed dropping because of the loops.
I would also love a event based system, and an AI that is controlling all launchers instead of a single AI for every launcher.

But at the moment i am to buzy to rebuild the mod.

Maybe after i finished my own AI, i have the time to give this mod some love.

Statistics: Posted by Uveso — 09 Jul 2018, 18:07


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2018-07-08T23:31:06+02:00 2018-07-08T23:31:06+02:00 /viewtopic.php?t=13068&p=165733#p165733 <![CDATA[Re: Smart Tactical Missiles V19 for all game versions]]>
The heartbeat events (loops) are a drain on the game. Better to have a system in place where when units come into range they trigger a check by the Launcher. This is far faster and requires less Lua to do more or less the same thing. Look at the shield scripts for info on how to set this up. Projectiles don't so much impact as they come into the shields range and trigger an impact event.

Statistics: Posted by Resin_Smoker — 08 Jul 2018, 23:31


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2018-06-14T04:18:32+02:00 2018-06-14T04:18:32+02:00 /viewtopic.php?t=13068&p=164907#p164907 <![CDATA[Re: Smart Tactical Missiles V19 for all game versions]]> Update 14.Jun.2018 (v19)
- Changed WaitSecond to WaitTicks commands for better accuracy.

Statistics: Posted by Uveso — 14 Jun 2018, 04:18


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2017-06-19T16:09:03+02:00 2017-06-19T16:09:03+02:00 /viewtopic.php?t=13068&p=150962#p150962 <![CDATA[Re: Smart Tactical Missiles V18 for all game versions]]> Update 19.Jun.2017 (v18)
- Added function to detect if a target is protected by a tactical anti missile system.
- Reworked and optimized LeadTarget function
- Missiles now also hit units with a hitbox above the ground like Mokeylord or Megalith

Statistics: Posted by Uveso — 19 Jun 2017, 16:09


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2017-04-26T22:55:35+02:00 2017-04-26T22:55:35+02:00 /viewtopic.php?t=13068&p=147458#p147458 <![CDATA[Re: Smart Tactical Missiles V17 for all game versions]]> Update 26.Apr.2017 (v17)
- Unit INB2208 (Nomads Launcher); Added Script for smart AI.
- Unit UAB2108 (Aeon Launcher); Moved AI initializing script from OnCreate to OnStopBeingBuilt function.

Statistics: Posted by Uveso — 26 Apr 2017, 22:55


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2016-09-26T05:54:18+02:00 2016-09-26T05:54:18+02:00 /viewtopic.php?t=13068&p=136213#p136213 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]>
Uveso wrote:
This Mod modifies the following 4 buildings:

UEF Buildings:
UEF - TECH2 - LAND : Aloha - (Tactical Missile Launcher)

CYBRAN Buildings:
CYBRAN - TECH2 - LAND : TML-4 - (Tactical Missile Launcher)

AEON Buildings:
AEON - TECH2 - LAND : Serpentine - (Tactical Missile Launcher)

SERAPHIM Buildings:
SERAPHIM - TECH2 - LAND : Ythis - (Tactical Missile Launcher)


So the mod only works with Tech2 tactile missile launchers (buildings), no other units.

Statistics: Posted by Uveso — 26 Sep 2016, 05:54


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2016-09-25T23:07:23+02:00 2016-09-25T23:07:23+02:00 /viewtopic.php?t=13068&p=136206#p136206 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]>
Uveso wrote:
Update on evading tactical missile defense.

Its possible but to slow :(

The normal AI has only 1 thread running for calculating the targets for all nuklear missile launchers.
And those nuklear missile defenses have a huge defense ring compared to a tactical missile launcher.

The mod adds a single thread to every Tactical missile launcher, and every launcher has to check the targets.
Works good with 2-3 units, but if you build 100 or more, it takes about 50ms to calculate all targets.
(Tested with 2 Sorian AIx with 1000 units each)
This will lag the game :/



damn, great work on getting it to work though!

Statistics: Posted by Exotic_Retard — 25 Sep 2016, 23:07


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2016-09-25T22:53:35+02:00 2016-09-25T22:53:35+02:00 /viewtopic.php?t=13068&p=136204#p136204 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]> Statistics: Posted by psiggy — 25 Sep 2016, 22:53


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2016-09-04T22:41:19+02:00 2016-09-04T22:41:19+02:00 /viewtopic.php?t=13068&p=134589#p134589 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]>
Its possible but to slow :(

The normal AI has only 1 thread running for calculating the targets for all nuklear missile launchers.
And those nuklear missile defenses have a huge defense ring compared to a tactical missile launcher.

The mod adds a single thread to every Tactical missile launcher, and every launcher has to check the targets.
Works good with 2-3 units, but if you build 100 or more, it takes about 50ms to calculate all targets.
(Tested with 2 Sorian AIx with 1000 units each)
This will lag the game :/

Statistics: Posted by Uveso — 04 Sep 2016, 22:41


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2016-09-04T20:51:02+02:00 2016-09-04T20:51:02+02:00 /viewtopic.php?t=13068&p=134578#p134578 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]>

Because its off topic i will post something for you there:
viewtopic.php?f=15&t=11011

Statistics: Posted by Uveso — 04 Sep 2016, 20:51


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2016-09-04T08:43:10+02:00 2016-09-04T08:43:10+02:00 /viewtopic.php?t=13068&p=134539#p134539 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]> Statistics: Posted by RavenCurow — 04 Sep 2016, 08:43


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2016-09-04T06:37:01+02:00 2016-09-04T06:37:01+02:00 /viewtopic.php?t=13068&p=134535#p134535 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]> Now for release i renamed it. (There is already a mod called "Autofire Tac Missiles" from 2007)

Well, there is a slight difference in dynamic targeting
Launcher now targets the nearest target instead using buildorder.

Statistics: Posted by Uveso — 04 Sep 2016, 06:37


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2016-09-04T04:04:50+02:00 2016-09-04T04:04:50+02:00 /viewtopic.php?t=13068&p=134525#p134525 <![CDATA[Re: Smart Tactical Missiles V1.6 for all game versions]]> Statistics: Posted by RavenCurow — 04 Sep 2016, 04:04


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