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Re: [Coding] HAT Tweaks
Posted: 2014-01-14 11:37
by Mats391
[R-DEV]Rhino wrote:As for the NLAW, I would say 1, as its the closest we can do to fire and forget, other than possibly giving it the "Laser Guided" code like what Attack Chopper gunners use to fire their missiles at targets (ie, click on targets location with crosshair, missile flies towards where you clicked, even if you move the camera, if you click again in anouther location the missile flies to the updated point) but I'm not sure if that can work on handheld weapons? TBH its something we have wanted to know for some time but haven't had anyone available to experiment, but if its possible to use that code on handheld weapons it opens up a few options for us
It doesnt get more fire and forget than on an unguided missile :>
I tested the TV guiding for handheld weapons, but couldnt get it to work. The projectile locks onto the target, but you cant reposition it not even on the first click. So the target stays on (0/0/0) map coordinates. I guess it only works for vehicles.
Vehicles don't need to be manned.
Make a slideing tank ( like with 0 friction tracks) and let it slide down the hill..
The mine blows up. Also u can set the min speed to detonate. Not sure what happens if set to 0, guess it blows up always then, not tested yet.
This is what i use for proximity detonation. It is the same as for a mine just with min speed set to 0.
Code: Select all
ObjectTemplate.detonation.detectionRadius 100
ObjectTemplate.detonation.triggerType MTYVehicle
ObjectTemplate.detonation.triggerRadius 10
ObjectTemplate.detonation.triggerVictimMinSpeed 0
Re: [Coding] HAT Tweaks
Posted: 2014-01-14 11:45
by Rhino
Mats391 wrote:It doesnt get more fire and forget than on an unguided missile :>
Well the term fire and forget means that once fired, the missile will guide itself onto the target rather than just following a ballistic trajectory but ye can see what you mean, but in this case I think manual guidance is more accurate to its r/l capabilities than no guidance
Mats391 wrote:I tested the TV guiding for handheld weapons, but couldnt get it to work. The projectile locks onto the target, but you cant reposition it not even on the first click. So the target stays on (0/0/0) map coordinates. I guess it only works for vehicles.
Damn that sucks, anything you might have missed that you could try?
Re: [Coding] HAT Tweaks
Posted: 2014-01-14 12:40
by Mats391
[R-DEV]Rhino wrote:
Damn that sucks, anything you might have missed that you could try?
Yes i did miss something: ObjectTemplate.weaponHud.enableMouse 1
Now it works, but it cant be done while having toggleWhenNoAmmo enabled. It also has a bug with firing animation: the first target gets set where the firing animation throws you at, so it would have to be kept at a minimum. What you wanna do with it?
Re: [Coding] HAT Tweaks
Posted: 2014-01-14 12:49
by Rhino
Mats391 wrote:Yes i did miss something: ObjectTemplate.weaponHud.enableMouse 1
Now it works, but it cant be done while having toggleWhenNoAmmo enabled. It also has a bug with firing animation: the first target gets set where the firing animation throws you at, so it would have to be kept at a minimum. What you wanna do with it?
cool
not quite sure what you mean by the issues but take it that if its a single shot weapon like most H-ATs are, then once you fire the missile it then switches to your rifle which screws up the aiming ye?
Do you think you might be able to make it workable at all, maybe by removing some animations or something? If you can get it working well then might be a better alternative for "fire and forget" weapons like the NLAW than wire guided, if not then I have an idea of where it might still be usable but will wait till your done with these H-AT tweaks and any other tasks you want to finish off first before I fill you in with the details over PMs. Don't want to get anyones hopes up as it is just a theory but one worth exploring to see if it can be made to work

Re: [Coding] HAT Tweaks
Posted: 2014-01-14 13:25
by Mats391
[R-DEV]Rhino wrote:cool
not quite sure what you mean by the issues but take it that if its a single shot weapon like most H-ATs are, then once you fire the missile it then switches to your rifle which screws up the aiming ye?
Do you think you might be able to make it workable at all, maybe by removing some animations or something? If you can get it working well then might be a better alternative for "fire and forget" weapons like the NLAW than wire guided, if not then I have an idea of where it might still be usable but will wait till your done with these H-AT tweaks and any other tasks you want to finish off first before I fill you in with the details over PMs. Don't want to get anyones hopes up as it is just a theory but one worth exploring to see if it can be made to work
Made it working. Had to disable switching the weapon after firing as well as the zoom_fire animation. Added new HUD for the ObjectSelectionNode and disabled the trigger clicking sound cause it was annoying.
Slowed down the missile for testing.
[XFIRE]61c1d0[/XFIRE]
Cant really see much, but trust me it only changed direction when i clicked again
If noone has anymore suggestions for the eryx and nlaw/sraw only get changed to TV guided instead of wire guided, then im done here

Re: [Coding] HAT Tweaks
Posted: 2014-01-14 13:49
by Rhino
Looks awesome, really nice work

Re: [Coding] HAT Tweaks
Posted: 2014-01-14 14:16
by Mineral
Mats, just wanted to say you work is a pleasure to follow

I have no clue what you are doing exactly, but it's amazing

Keep up the good spirit!
Re: [Coding] HAT Tweaks
Posted: 2014-01-14 16:08
by Ason
Damn! That's really cool, good job man

Re: [Coding] HAT Tweaks
Posted: 2014-01-14 18:05
by Pvt.LHeureux
Your threads and works are always awesome to check out

Re: [Coding] HAT Tweaks
Posted: 2014-01-14 19:10
by Mats391
Tried some things to make the firing animation work with this, but had no luck. Im sure it is doable tho. The biggest issue seems to be that the camera moves with the animation. If you can move the weapon w/o moving the camera it should work, but might not look so nice.
Re: [Coding] HAT Tweaks
Posted: 2014-01-14 23:42
by Rhino
Got an example of what you mean? Don't think I can see it in your last video?
Re: [Coding] HAT Tweaks
Posted: 2014-01-15 01:28
by Pvt.LHeureux
It's because the camera is used to simulate the "shake" from shooting the rocket in the original fire animation. The camera shake is really easy to remove in 3DsMax.
Re: [Coding] HAT Tweaks
Posted: 2014-01-15 07:38
by Mats391
[R-DEV]Rhino wrote:Got an example of what you mean? Don't think I can see it in your last video?
Nope got no example and in the last video i just removed the animation completely. I can only show you how the problem looks like:
[XFIRE]61c307[/XFIRE]
I think the problem with the current animation is that the camera moves. The target gets always placed in the center of your screen + it seems to get placed with a short delay. Since the camera moves before the delay is over it sets the target at the new camera position.
Another alternative that might work is unlinking the weapon from the camera-center (i think this is what you did with UGLs) and having the real weapon stay where it is during firing animation.
The camera shake is really easy to remove in 3DsMax.
Would be great if you could do that for another POC.

Re: [Coding] HAT Tweaks
Posted: 2014-01-15 18:42
by Pvt.LHeureux
Haha sure, did you touch the current animations? If not I'll just modify it and upload it for you. For which weapon do you want it, give me the folder's name

Re: [Coding] HAT Tweaks
Posted: 2014-01-15 19:30
by Mats391
Pvt.LHeureux wrote:Haha sure, did you touch the current animations? If not I'll just modify it and upload it for you. For which weapon do you want it, give me the folder's name
Cool.
Its only the "Objects/Weapons/Handheld/USATP_predator/Animations/1p/1p_predator_zoomFire.baf"
Thanks in advance
Re: [Coding] HAT Tweaks
Posted: 2014-01-27 17:48
by ghostfool84
gz for the [R-CON] mats, keep it up!
Re: [Coding] HAT Tweaks
Posted: 2014-01-27 23:20
by Mongolian_dude
Great stuff. With these changes, HATs and ATGMs should really come into their own.
Would love to see what you've got in store the the SMAW next, because that thing is plagued with problems!
...mongol...
Re: [Coding] HAT Tweaks
Posted: 2014-01-27 23:35
by UTurista
Whats the problem with the SMAW? Besides the ubber "retarded" acog sight?
Re: [Coding] HAT Tweaks
Posted: 2014-01-28 18:38
by Mongolian_dude
I'm probably over-stated things, I just regard it as the worst HAT in the game.
This is mostly to do with the fact that it relies on the spotting rifle to zero targets (unlike the Tandem RPG-7, that has a scope with range markings), mostly because it takes a really long time (unrealistically so) to change between the spotting rifle and the warheads. As a result, if you're tying to zero anything that is moving or has weapons (which includes everything you want to fire a SMAW at), your either going to miss or get shot.
In addition to this, if your trying to engage anything near max effective range (500m), you can't properly see where your tracer rounds are impacting. Nor can your assistant gunner, because he doesn't have binoculars and there's only so much detail the average PC monitor can display.
Could be my imagination, but it's accuracy also seems to be effected quite drastically when you aim the weapon around, like many of the guided and more efficient HATs in the game, making it near-impossible to hit anything moving even if you knew the exact distance and angle.
I still like to take the weapon for the challenge occasionally!
...mongol...
Re: [Coding] HAT Tweaks
Posted: 2014-01-28 19:13
by Mats391
ghostfool84 wrote:gz for the [R-CON] mats, keep it up!
Thanks!
'[R-MOD wrote:Mongolian_dude;1980087']I'm probably over-stated things, I just regard it as the worst HAT in the game.
This is mostly to do with the fact that it relies on the spotting rifle to zero targets (unlike the Tandem RPG-7, that has a scope with range markings), mostly because it takes a really long time (unrealistically so) to change between the spotting rifle and the warheads. As a result, if you're tying to zero anything that is moving or has weapons (which includes everything you want to fire a SMAW at), your either going to miss or get shot.
In addition to this, if your trying to engage anything near max effective range (500m), you can't properly see where your tracer rounds are impacting. Nor can your assistant gunner, because he doesn't have binoculars and there's only so much detail the average PC monitor can display.
Could be my imagination, but it's accuracy also seems to be effected quite drastically when you aim the weapon around, like many of the guided and more efficient HATs in the game, making it near-impossible to hit anything moving even if you knew the exact distance and angle.
I still like to take the weapon for the challenge occasionally!
...mongol...
Not much can be done about the spotting rifle unfortunately. I think the best would be to give it a scope with range markings and keep the spotting rifle only for precise shots on stationary targets.
I will look at the deviation.