Forged Alliance Forever Forged Alliance Forever Forums 2018-01-09T01:12:19+02:00 /feed.php?f=47&t=14855 2018-01-09T01:12:19+02:00 2018-01-09T01:12:19+02:00 /viewtopic.php?t=14855&p=159293#p159293 <![CDATA[Re: Units fire red lines (instahit)]]>

Statistics: Posted by Uveso — 09 Jan 2018, 01:12


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2018-01-05T15:02:36+02:00 2018-01-05T15:02:36+02:00 /viewtopic.php?t=14855&p=159094#p159094 <![CDATA[Re: Units fire red lines (instahit)]]> Statistics: Posted by CSI — 05 Jan 2018, 15:02


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2018-01-05T10:23:06+02:00 2018-01-05T10:23:06+02:00 /viewtopic.php?t=14855&p=159083#p159083 <![CDATA[Re: Units fire red lines (instahit)]]>
CSI wrote:
Sorry to ask this here but there is no topic for Experimental Wars.


Ehm, there is a Topic for Experimental Wars:
viewtopic.php?f=30&t=12291

Statistics: Posted by Uveso — 05 Jan 2018, 10:23


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2018-01-03T03:46:05+02:00 2018-01-03T03:46:05+02:00 /viewtopic.php?t=14855&p=159014#p159014 <![CDATA[Re: Units fire red lines (instahit)]]> Statistics: Posted by Sprouto — 03 Jan 2018, 03:46


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2018-01-03T03:15:55+02:00 2018-01-03T03:15:55+02:00 /viewtopic.php?t=14855&p=159011#p159011 <![CDATA[Re: Units fire red lines (instahit)]]> Statistics: Posted by CSI — 03 Jan 2018, 03:15


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2018-01-01T15:42:24+02:00 2018-01-01T15:42:24+02:00 /viewtopic.php?t=14855&p=158955#p158955 <![CDATA[Re: Units fire red lines (instahit)]]> Statistics: Posted by CSI — 01 Jan 2018, 15:42


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2018-01-01T15:24:09+02:00 2018-01-01T15:24:09+02:00 /viewtopic.php?t=14855&p=158954#p158954 <![CDATA[Re: Units fire red lines (instahit)]]>
If it is called twice, it must be called twice from the from the derivative subclass system. You need to follow the inheritance hierarchy...to find the double call...WeaponClassscript -> factionclassweapon script->individualunitClassEcript.

Statistics: Posted by Franck83 — 01 Jan 2018, 15:24


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2018-01-01T15:07:04+02:00 2018-01-01T15:07:04+02:00 /viewtopic.php?t=14855&p=158953#p158953 <![CDATA[Re: Units fire red lines (instahit)]]>
The Aeon experimental point defense uab2310 makes a very annoying noise, the fire sound is played twice per shot, and I didn't find out why. When I comment this sound effect in the blueprint, there is no fire sound at all (just wanted to make sure that it was this sound effect that was played twice and not 2 separate ones).
Code:
#Fire = Sound {
#Bank = 'UASWeapon',
#Cue = 'UAS0401_Cannon_Oblivion',
#LodCutoff = 'WeaponBig_LodCutoff',
#},


Do you have any idea ? :(

Statistics: Posted by CSI — 01 Jan 2018, 15:07


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2017-12-31T04:19:58+02:00 2017-12-31T04:19:58+02:00 /viewtopic.php?t=14855&p=158888#p158888 <![CDATA[Re: Units fire red lines (instahit)]]>
The ability of a weapon to generate this event is related to several things;

- the target must be either seen or on radar (blip)
- the target must be on a layer that the weapon is allowed to target (see FireTargetLayerCapsTable)
- the target must be of a category that the weapon is allowed to target (see TargetRestrictDisallow/TargetRestrictAllow)
- the target must be within the tracking radius (this allows the weapon to begin tracking before it's in firing range - see TrackingRadius)

There are some other factors that will affect when the weapon starts firing - such as FiringTolerance - and of course, some of these requirements are overridden when you manually target something.

As for the unit (as opposed to the weapon) turning when attacking an enemy, there is the weapon variable;

- AutoInitiateAttackCommand which will cause the unit to execute an attack order on the enemy unit that this weapon is targeted on

The above feature is what often causes some units to go 'wandering' on their own without direct orders from the player.

and in the AI block of the unit blueprint;

- AttackAngle (which will cause a unit to assume a posture when firing at an enemy - used mostly by large naval vessels)

Statistics: Posted by Sprouto — 31 Dec 2017, 04:19


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2017-12-29T15:19:46+02:00 2017-12-29T15:19:46+02:00 /viewtopic.php?t=14855&p=158825#p158825 <![CDATA[Re: Units fire red lines (instahit)]]>
Also I edited a point defense but it doesn't attack automatically

Statistics: Posted by CSI — 29 Dec 2017, 15:19


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2017-12-22T06:18:57+02:00 2017-12-22T06:18:57+02:00 /viewtopic.php?t=14855&p=158451#p158451 <![CDATA[Re: Units fire red lines (instahit)]]>
Code:
BluePrint.Categories = RemoveItemFromArray('BUILTBYCOMMANDER',BluePrint.Categories)

function RemoveItemFromArray(REMOVEME,ARRAY)
   zold = 1
   while ARRAY[zold] do
      if ARRAY[zold] == REMOVEME then
         table.remove(ARRAY, zold)
      else
         zold = zold + 1
      end
   end
   return ARRAY
end


:mrgreen:

Statistics: Posted by Uveso — 22 Dec 2017, 06:18


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2017-12-21T23:26:22+02:00 2017-12-21T23:26:22+02:00 /viewtopic.php?t=14855&p=158437#p158437 <![CDATA[Re: Units fire red lines (instahit)]]>
For now I hook the blueprints with 'merge' I guess I should erase and rewwrite the whole file or something like that

Statistics: Posted by CSI — 21 Dec 2017, 23:26


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2017-12-21T21:17:33+02:00 2017-12-21T21:17:33+02:00 /viewtopic.php?t=14855&p=158424#p158424 <![CDATA[Re: Units fire red lines (instahit)]]>
Thank you very much

Statistics: Posted by CSI — 21 Dec 2017, 21:17


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2017-12-21T19:32:36+02:00 2017-12-21T19:32:36+02:00 /viewtopic.php?t=14855&p=158414#p158414 <![CDATA[Re: Units fire red lines (instahit)]]> I am not sure if this is the right one, because the text is slight different.

Code:
LOG('*FORMATION DEBUG: Unit ' .. u:GetUnitId() .. ' does not match any ' .. type .. ' categories.')


Just a guess, the categories.NAVAL is missing inside the unitblueprint.

Statistics: Posted by Uveso — 21 Dec 2017, 19:32


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2017-12-21T19:24:05+02:00 2017-12-21T19:24:05+02:00 /viewtopic.php?t=14855&p=158413#p158413 <![CDATA[Re: Units fire red lines (instahit)]]>
To sort the Icons use this inside an Unit Blueprint:
Code:
BuildIconSortPriority = 25,

Statistics: Posted by Uveso — 21 Dec 2017, 19:24


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