Smart Tactical Missiles V19 for all game versions

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Re: Smart Tactical Missiles V1.6 for all game versions

Postby Uveso » 26 Sep 2016, 05:54

@psiggy:

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.
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Re: Smart Tactical Missiles V17 for all game versions

Postby Uveso » 26 Apr 2017, 22:55

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.
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Re: Smart Tactical Missiles V18 for all game versions

Postby Uveso » 19 Jun 2017, 16:09

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
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Re: Smart Tactical Missiles V19 for all game versions

Postby Uveso » 14 Jun 2018, 04:18

Update 14.Jun.2018 (v19)
- Changed WaitSecond to WaitTicks commands for better accuracy.
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Re: Smart Tactical Missiles V19 for all game versions

Postby Resin_Smoker » 08 Jul 2018, 23:31

Took a look at the Lua scripts for the Launcher... It's pretty neat and reminds me of the Smart TML's i made for 4DC.

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.
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Re: Smart Tactical Missiles V19 for all game versions

Postby Uveso » 09 Jul 2018, 18:07

Hello Resin_Smoker,

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.
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