Forged Alliance Forever Forged Alliance Forever Forums 2020-06-06T02:34:21+02:00 /feed.php?f=67&t=19332 2020-06-06T02:34:21+02:00 2020-06-06T02:34:21+02:00 /viewtopic.php?t=19332&p=184669#p184669 <![CDATA[Re: Dummy Weapon for T1 transports]]>
Ithilis_Quo wrote:
One more hint:
i checked your code, and you setup range for dummy to MaxRadius = 22, what should be 18, or maybe slightly less, while lab have 18 range, so when you have 22 range transport will stop on this radius and labs will still be out of range.

Another code think that is more code glance:
you add weapon in lua what is probably pointless, but rather test it. But reason for dummy weapon is to react on attack command as other units react on atttack command. Only what is needed is this attack comand be true, and then weapon radius for know how far units should stop for "attack"


Noticed that as well, but it seems to work well with patrol, attack, attackmove, ect.

Statistics: Posted by Evan_ — 06 Jun 2020, 02:34


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2020-06-05T12:30:10+02:00 2020-06-05T12:30:10+02:00 /viewtopic.php?t=19332&p=184663#p184663 <![CDATA[Re: Dummy Weapon for T1 transports]]>
LABs have an attackrange of 14. Even if you increase the maxrange of the dummyweapon to 40, it will still fly close enought for the LABs to fire.
Removing the weapon compleatly and just left a max attack range does not work.
I removed all LUA failsafe functions that validates a weapon but still, the c-engine is only accepting real working weapons.
Without a weapon you don't get a crosshair and can't issue a attack/move oder.

At least with my knowledge i can't improve this any more.

Statistics: Posted by Uveso — 05 Jun 2020, 12:30


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2020-06-05T11:05:01+02:00 2020-06-05T11:05:01+02:00 /viewtopic.php?t=19332&p=184661#p184661 <![CDATA[Re: Dummy Weapon for T1 transports]]>
Uveso wrote:
As requested the proof of concept mod:
GhettoT1Transporter-v1.zip

If some wants to convince the balance team that we need this, here is the game patch, ready to merge:
https://github.com/FAForever/fa/pull/3119



One more hint:
i checked your code, and you setup range for dummy to MaxRadius = 22, what should be 18, or maybe slightly less, while lab have 18 range, so when you have 22 range transport will stop on this radius and labs will still be out of range.

Another code think that is more code glance:
you add weapon in lua what is probably pointless, but rather test it. But reason for dummy weapon is to react on attack command as other units react on atttack command. Only what is needed is this attack comand be true, and then weapon radius for know how far units should stop for "attack"

Statistics: Posted by Ithilis_Quo — 05 Jun 2020, 11:05


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2020-06-04T04:40:54+02:00 2020-06-04T04:40:54+02:00 /viewtopic.php?t=19332&p=184639#p184639 <![CDATA[Re: Dummy Weapon for T1 transports]]> Statistics: Posted by Evan_ — 04 Jun 2020, 04:40


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2020-06-03T08:33:30+02:00 2020-06-03T08:33:30+02:00 /viewtopic.php?t=19332&p=184617#p184617 <![CDATA[Re: Dummy Weapon for T1 transports]]> GhettoT1Transporter-v1.zip

If some wants to convince the balance team that we need this, here is the game patch, ready to merge:
https://github.com/FAForever/fa/pull/3119

Statistics: Posted by Uveso — 03 Jun 2020, 08:33


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2020-06-03T06:22:42+02:00 2020-06-03T06:22:42+02:00 /viewtopic.php?t=19332&p=184615#p184615 <![CDATA[Re: Dummy Weapon for T1 transports]]>
Ithilis_Quo wrote:
Actually I don't think this is necessary, the problem why it does not work while units do not have any real weapon is because you not have setup attack command = true (that is =false, if unit not have any weapon before), real weapon have nothing to do with it. (if I remember it correctly)


Thanks for the hint !!!

Statistics: Posted by Uveso — 03 Jun 2020, 06:22


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2020-06-03T00:38:02+02:00 2020-06-03T00:38:02+02:00 /viewtopic.php?t=19332&p=184610#p184610 <![CDATA[Re: Dummy Weapon for T1 transports]]>
Uveso wrote:
Yes, i remember that i tried to add a dummy weapon to Tech1 transporters but it does not work.
(Transporter need at least one real weapon)
(tricky, but possible)


Actually I don't think this is necessary, the problem why it does not work while units do not have any real weapon is because you not have setup attack command = true (that is =false, if unit not have any weapon before), real weapon have nothing to do with it. (if I remember it correctly)

Evildrew wrote:
Was requested last year already. If Uveso or anyone has the skill and the will to add the dummy weapon to make it work I will gladly include it in my mod. Maybe 2 or 3 years later it will then be included in the regular game...
viewtopic.php?f=41&t=17150&p=171467&hilit=t1+transports#p171467


haha you are funny, did you know that whole dummy weapon concept is taken from equilibrium? From like 2015 ?

Statistics: Posted by Ithilis_Quo — 03 Jun 2020, 00:38


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2020-05-31T18:16:10+02:00 2020-05-31T18:16:10+02:00 /viewtopic.php?t=19332&p=184567#p184567 <![CDATA[Re: Dummy Weapon for T1 transports]]>
If I were to make a test mod for this, would there be any easy 'crutch' solutions? eg adding a gun that takes 9999999 mass/energy to fire? As long as it lets me choose where my labs shoot at I'd be good for now.

Statistics: Posted by Evan_ — 31 May 2020, 18:16


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2020-05-31T15:42:36+02:00 2020-05-31T15:42:36+02:00 /viewtopic.php?t=19332&p=184565#p184565 <![CDATA[Re: Dummy Weapon for T1 transports]]>

Statistics: Posted by Evildrew — 31 May 2020, 15:42


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2020-05-31T15:18:08+02:00 2020-05-31T15:18:08+02:00 /viewtopic.php?t=19332&p=184564#p184564 <![CDATA[Re: Dummy Weapon for T1 transports]]> (Transporter need at least one real weapon)

Making this possible for a mod also does not work with only creating a merge blueprint and modify the existing unit.
We also need to change the unit_Script file to add/include weapon scripts there.
(tricky, but possible)

Statistics: Posted by Uveso — 31 May 2020, 15:18


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2020-05-31T14:51:39+02:00 2020-05-31T14:51:39+02:00 /viewtopic.php?t=19332&p=184562#p184562 <![CDATA[Re: Dummy Weapon for T1 transports]]> viewtopic.php?f=41&t=17150&p=171467&hilit=t1+transports#p171467

Statistics: Posted by Evildrew — 31 May 2020, 14:51


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2020-05-31T12:37:13+02:00 2020-05-31T12:37:13+02:00 /viewtopic.php?t=19332&p=184559#p184559 <![CDATA[Re: Dummy Weapon for T1 transports]]> Statistics: Posted by Tagada — 31 May 2020, 12:37


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2020-05-30T20:53:35+02:00 2020-05-30T20:53:35+02:00 /viewtopic.php?t=19332&p=184546#p184546 <![CDATA[Re: Dummy Weapon for T1 transports]]> Statistics: Posted by Blackheart — 30 May 2020, 20:53


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2020-05-30T20:38:04+02:00 2020-05-30T20:38:04+02:00 /viewtopic.php?t=19332&p=184545#p184545 <![CDATA[Re: Dummy Weapon for T1 transports]]> Statistics: Posted by keyser — 30 May 2020, 20:38


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2020-05-30T18:07:12+02:00 2020-05-30T18:07:12+02:00 /viewtopic.php?t=19332&p=184544#p184544 <![CDATA[Re: Dummy Weapon for T1 transports]]> https://github.com/FAForever/fa/pull/1474/files

As far as i remember we decided to not do this for Tech1 transporter.
(Don't ask me why, i am only the coder ;) )

Statistics: Posted by Uveso — 30 May 2020, 18:07


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