Dummy Weapon for T1 transports

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Re: Dummy Weapon for T1 transports

Postby Uveso » 03 Jun 2020, 06:22

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 !!!
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Re: Dummy Weapon for T1 transports

Postby Uveso » 03 Jun 2020, 08:33

As requested the proof of concept mod:
GhettoT1Transporter-v1.zip
(2.75 MiB) Downloaded 9 times


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
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Re: Dummy Weapon for T1 transports

Postby Evan_ » 04 Jun 2020, 04:40

Works splendidly for all transports, thanks Uveso!
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Re: Dummy Weapon for T1 transports

Postby Ithilis_Quo » 05 Jun 2020, 11:05

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"
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Re: Dummy Weapon for T1 transports

Postby Uveso » 05 Jun 2020, 12:30

@Ithilis_Quo

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.
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Re: Dummy Weapon for T1 transports

Postby Evan_ » 06 Jun 2020, 02:34

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.
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