Spawned Missiles: Difference between revisions
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** '''LazyCurve''' - A missile that has a LazyCurve movement behaviour set to it will move in a V3-like curve, even when buildable and manually commanded to move. The more distant its destination, the higher the zenith of the ballistic arc. This makes it almost impossible to intercept such a missile during flight when attacking very distant targets. | ** '''LazyCurve''' - A missile that has a LazyCurve movement behaviour set to it will move in a V3-like curve, even when buildable and manually commanded to move. The more distant its destination, the higher the zenith of the ballistic arc. This makes it almost impossible to intercept such a missile during flight when attacking very distant targets. | ||
* '''Weapons''' - The behaviour of any missile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, and the ROT of the projectiles these weapons use. If a missile is buildable and it is ordered to Move rather than Attack, it will crash into the destination without firing the weapon. This gives the possibility of creating two distinct attack modes. | * '''Weapons''' - The behaviour of any missile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, and the ROT of the projectiles these weapons use. If a missile is buildable and it is ordered to Move rather than Attack, it will crash into the destination without firing the weapon. This gives the possibility of creating two distinct attack modes. | ||
** '''<tt>ROT=0</tt>''' - Giving a missile a weapon with a projectile with a rate of turn of 0 will cause the missile to fire this weapon in the direction of its flight as it descends upon its target. The missile will always fire its weapon at the furthest point allowed by its range, and always in the direction it faced before descent. | ** '''Projectile''' | ||
*** '''<tt>ROT=0</tt>''' - Giving a missile a weapon with a projectile with a rate of turn of 0 will cause the missile to fire this weapon in the direction of its flight as it descends upon its target. The missile will always fire its weapon at the furthest point allowed by its range, and always in the direction it faced before descent. | |||
** '''Warhead''' | |||
*** Giving a missile a primary weapon with a warhead with a <tt>[[Verses]]</tt> of 0% against certain types of armor will make the missile impact within a radius defined by the weapon's <tt>[[Range]]</tt> around a target with such armor, rather than hitting the target itself. This only applies if the missile is built and manually commanded to hit the target. When spawned by a vehicle, the missile type will still hit all targets directly. | |||
* '''<tt>[[Spawned]]</tt>''' - Removing <tt>Spawned=yes</tt> from the section of a missile will make that missile controllable when built. If a missile is buildable but is Spawned, it cannot be player-controlled and will crash into apparently randomly selected targets near by when ordered to move or attack. | * '''<tt>[[Spawned]]</tt>''' - Removing <tt>Spawned=yes</tt> from the section of a missile will make that missile controllable when built. If a missile is buildable but is Spawned, it cannot be player-controlled and will crash into apparently randomly selected targets near by when ordered to move or attack. | ||
* '''<tt>[[MissileSpawn]]</tt>''' | * '''<tt>[[MissileSpawn]]</tt>''' |
Revision as of 21:20, 5 March 2009
Spawned Missiles are the AircraftTypes spawned by the V3 Launcher, the Dreadnought and the Boomer Submarine. They are technically limbo launching AircraftTypes, flying kamikaze-style into their targets, and detonating the warhead defined by their appropriate tags. Without the RockPatch, there are three types of spawned missile: V3, DMisl and CMisl.
V3 missiles are spawned by the V3 Rocket Launcher and use the following tags located in the General section.
- V3RocketPauseFrames
- V3RocketTiltFrames
- V3RocketPitchInitial
- V3RocketPitchFinal
- V3RocketTurnRate
- V3RocketRaiseRate
- V3RocketAcceleration
- V3RocketAltitude
- V3RocketDamage
- V3RocketEliteDamage
- V3RocketBodyLength
- V3RocketLazyCurve
- V3RocketType
DMisl missiles are launched by the Soviet Dreadnought and use the following tags, also located in the General section: *DMislPauseFrames
- DMislTiltFrames
- DMislPitchInitial
- DMislPitchFinal
- DMislTurnRate
- DMislRaiseRate
- DMislAcceleration
- DMislAltitude
- DMislDamage
- DMislEliteDamage
- DMislBodyLength
- DMislLazyCurve
- DMislType
CMisl missiles are launched by the Yuri Boomer Submarine, and use these tags which are only in the General section of Yuri's Revenge. CMisls are not available in Red Alert 2.
- CMislPauseFrames
- CMislTiltFrames
- CMislPitchInitial
- CMislPitchFinal
- CMislTurnRate
- CMislRaiseRate
- CMislAcceleration
- CMislAltitude
- CMislDamage
- CMislEliteDamage
- CMislBodyLength
- CMislLazyCurve
- CMislType
Besides the settings in the General section, the missiles are affected in various ways by several characteristics that can be set on the missiles themselves. While the game is hardcoded to work only with these three missiles as "true" spawned missiles, this allows the re-creation of spawnable AircraftTypes as fake missiles:
- Locomotor - In the unmodded game, the various missiles use the Ballistic loco. The same locomotor can be used on a buildable AircraftType to turn it into a missile. If one of the true Spawned Missiles (DMISL,CMISL,V3ROCKET) is made buildable, note that the movement behaviour is affected by the tags in the General section.
- LazyCurve - A missile that has a LazyCurve movement behaviour set to it will move in a V3-like curve, even when buildable and manually commanded to move. The more distant its destination, the higher the zenith of the ballistic arc. This makes it almost impossible to intercept such a missile during flight when attacking very distant targets.
- Weapons - The behaviour of any missile can be modified in various ways by giving it weapons. Just like normal aircraft, spawned missiles are highly sensitive to the ROF of weapons given to them, and the ROT of the projectiles these weapons use. If a missile is buildable and it is ordered to Move rather than Attack, it will crash into the destination without firing the weapon. This gives the possibility of creating two distinct attack modes.
- Projectile
- ROT=0 - Giving a missile a weapon with a projectile with a rate of turn of 0 will cause the missile to fire this weapon in the direction of its flight as it descends upon its target. The missile will always fire its weapon at the furthest point allowed by its range, and always in the direction it faced before descent.
- Warhead
- Giving a missile a primary weapon with a warhead with a Verses of 0% against certain types of armor will make the missile impact within a radius defined by the weapon's Range around a target with such armor, rather than hitting the target itself. This only applies if the missile is built and manually commanded to hit the target. When spawned by a vehicle, the missile type will still hit all targets directly.
- Projectile
- Spawned - Removing Spawned=yes from the section of a missile will make that missile controllable when built. If a missile is buildable but is Spawned, it cannot be player-controlled and will crash into apparently randomly selected targets near by when ordered to move or attack.
- MissileSpawn
When you install the RockPatch version 1.08 or later, you can make your own spawned missiles which are not limited to one AircraftType per missile type. See this page for details on how to do this.