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ztz2019

How to realize freefall bomb

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It seems all live shell projectile are guided-missile indeed, no matter firehawk's or vertigo's bomb. It means the projectile will fly to target for a while, must from starting point to destination, not freefall. I used to check RA3's Kirov bomb, the module ProjectileUpdate isn't in tw's xsd, so how to realize freefall bomb projectile?

 

Again, firing too early before turret turning is still unsolved, anyone can help me?

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21 hours ago, Ravendark said:

Just give it a scatterradius=1 or such attribute in the weapon, that should make it not homing.

No, I mean it can't really freefall like Kirovbomb, if the unit leave from destinated target, the bomb will still point to original target location, not ariship's below, no matter scatterradius or other.

Only BezierProjectile for projectile obj, and it always moves along path from starting point to last destination.

 

	<WeaponTemplate
		id="MutantAirShipBomb"
		Name="MutantAirShipBomb"
		AttackRange="1"
		WeaponSpeed="80"
		AcceptableAimDelta="180d"
		LeechRangeWeapon="true"
	ScatterRadius = "1.0"// just like Firehawk
	HitPercentage="0%"
		MeleeWeapon="true"
		ChaseWeapon="true"	
		ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS"
	DisableScatterForTargetsOnWall="true"		
		CanFireWhileMoving="true"
		ClipSize="1"
			FireSound="NOD_VertigoDropBomb"
		RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
		AntiMask="ANTI_GROUND ANTI_STRUCTURE">
      
      
      			<BezierProjectile
				id="ModuleTag_BezierProjectileBehavior"
				FirstHeightMin="0" 
				FirstHeightMax="0" 
				SecondHeightMin="0" 
				SecondHeightMax="0" 
				FirstPercentIndent="33"
				SecondPercentIndent="66"
				OrientToFlightPath="false"// original Firehawkbombprojectile is true, but neither is effective
				DetonateCallsKill="true" 
				GroundHitFX=""/>

 

 The projectile just use Firehawkbombprojectile, and you can see it's still guided missile indeed.

22.jpg

sshot0009.jpg

sshot0010.jpg

Edited by ztz2019

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