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[General Purpose] New trajectory system #1582
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[General Purpose] New trajectory system #1582
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Again, I would concern its backward compatibility. Since Straight, Bombard and Parabola are released logic, there might be modders using it already. Requiring them to modify existing codes is one thing, and those released mods and maps might even not have the chance to modify. I think the 'interface protocol', which means tags in the context of Phobos, should still be compatible when modifying existing functions For trajectory, we can simply allow these existing 3 projectiles to read previous tags and overwrite the new variables. For example, if e.g. in StraightTrajectory.cpp this->LeadTimeCalculate.Read(exINI, pSection, "Trajectory.Straight.LeadTimeCalculate"); |
I don't think we need to worry about backwards compatibility with this. Like, are there really that many mods that released between changes to Straight and now that aren't developed anymore? Everyone else can just update their code to fit the new logic. Just remember to note it in the What's New section (and i guess in the Migration Ulitity? not sure how that one even works, i never used it tbh). |
For most renames Migration Utility exists and is a valid option. It searches and replaces en masse using regex. Basically it's automated search and replace tool. As such any simple tag renames should be put into the migration tool. |
This PR is pretty much aiming to remove the sort of redundancy that having same value be parsed from multiple keys would add back so that's just not a good idea. Breaking backwards compatibility is never ideal but it is acceptable in some cases with appropriate migration notice and additions to migration scripts. There will be people who are confused by the changes regardless, whether because they do not read the migration notices or something else, but this one corrects an issue that has potential to snowball into something bigger if even more trajectory types are added in future. In future any new additions that cover or have potential to apply to multiple trajectory types should follow same precedent. |
Perhaps compatibility issues could be addressed through the key-value pair reading process, similar to how Ares' |
Why won't migration tool work? |
I am considering the situation described by Starkku.
However, this effectively reduces the workload for users to perform batch text modifications as well as the need to train users in PowerShell scripting. |
I think the point was that there will be people like that no matter what you do, so there's no point in inventing something like that and the situation is fine. |
Well, you're right. :P |
I mainly integrated functions that can be generalized and also created some new universal functions. Meanwhile, I used inheritance relationships to distinguish between two major categories of trajectories, they also have their own relatively independent functional differences. I have added a large number of comments and also updated the sample for creating new type in the future. Regarding the key names, I also thought that there would be no need to add an extra paragraph for the parts that can be shared. A short name indicates its universality while avoiding overly lengthy names. |
If the primary target of Trajectory=Missile is killed and the projectile tries to retarget, it can acquire a friendly object that is nearby. I think there needs to be a way to specify which houses are eligible for retargeting (even a tag similar to Trajectory.ProximityAllies=yes/no will suffice). |
is it possible to add additional feature to Inaccurate/scatter against diffrent technotype maybe something like |
Actually, it will follow |
It's possible, but I'm wondering if this weapon is a bit strange? |
true, it can be achived by 2 slot. but i think it would made stuff like Occupy, isGatling more viable its strange indeed but Company of Heroes use similiar system, ex AntiTank Weapon is still lethal against infantry if it hit, but their accuracy against infantry type is abysmall (though in CoH the equivalent would be weapon has spesificly defined acuracy against multiple class of entity - kinda like accuracy 100% vs tank, 1% vs inf ranger, 0,1% vs commando ) if weapon miss, it would scatter and might hit random object around target. |
The problem with CanTargetHouses= is that it is a weapon tag, and making it target only enemies means that the weapon cannot be force fired on allies anymore. That's why i think a separate tag to disable retargeting on allies is needed. |
|
I have a long-ranged missile weapon fired by an AirstrikeFlare-spawned AircraftType. The missile uses the following projectile code.
I assumed this will simply make it turn very slowly, but for some reason, it ignores the designated CruiseAltitude and hits the ground like 10 cells before the target. Sometimes i don't even see the projectile spawning, so it presumably kills itself on some other obstacle i don't see. But if i set Trajectory.Missile.TurningSpeed=5 and Trajectory.BulletROT=5 (or anything above that), it works fine. I can see the projectile properly turning to reach its CruiseAltitude and flying torwards the target. Is there some calculation error with very low values of Trajectory.Missile.TurningSpeed= and/or Trajectory.BulletROT= that causes missiles to ignore CruiseAltitude? Or am i doing something that i shouldn't and i didn't notice? |
I guess it's |
That makes sense, i have Gravity=3 set globally. |
Due to differences in calculation methods and measurement units, In addition, when Also, I noticed a problem with my description of |
Projectile trajectories
Trajectory
should not be combined with original game's projectile trajectory logics (Arcing
,ROT
,Vertical
orInviso
). Attempt to do so will result in the other logics being disabled and a warning being written to log file. It also has linkage functions withInaccurate
,BallisticScatter.Min
,BallisticScatter.Max
,Gravity
,SubjectToGround
.Trajectory.Speed
defines the speed of the projectile, which unlikeSpeed
used byROT
> 0 projectiles is defined on projectile not weapon.Trajectory=Straight
, it refers to the whole distance speed of the projectile.Trajectory=Bombard
, it refers to the initial speed of the projectile.Trajectory=Missile
, it refers to the final speed of the projectile.Trajectory.Speed
will be fixed at 192 by settingTrajectory.Missile.UniqueCurve=true
.Trajectory=Engrave
, it refers to the horizontal engrave speed of the projectile and it cannot exceed 128. Recommend set as about 40.Trajectory=Parabola
, it refers to the horizontal velocity of the projectile and is only used for modes 0, 3, or 5.Trajectory=Tracing
, it refers to the moving speed of the projectile.Trajectory.Duration
controls the duration the projectile can exist, and at the end of the time, the projectile will detonate. If it is a non positive number, there will be no timing.Trajectory=Engrave
, if it is a non positive number, automatically useTrajectory.Engrave.SourceCoord
andTrajectory.Engrave.TargetCoord
to calculate the process duration. At this point,Trajectory.Engrave.TargetCoord
can be regarded as the endpoint coordinates of the cutting line segment.Trajectory=Tracing
, if set to zero, use weapon'sROF
-10 as the duration. At least 1 frame. If it is negative, do not time it.Trajectory.TolerantTime
controls how long the projectile will detonate after losing the target. If it is 0, it will detonate directly when switching targets.Trajectory.CreateCapacity
controls the capacity that this type of trajectory projectile can be fired. When it is set to a non negative number, the trajectory projectile can only be fired when number of this trajectory type fired by the firer on the map is less than this value.Trajectory.BulletROT
controls the rotational speed of the projectile. When it is 0, it will always face the direction defined byTrajectory.BulletFacing
. Otherwise, it will rotate towards the target according to this speed.Trajectory.BulletFacing
controls what direction the projectile should face. This has the following 7 modes.Trajectory.BulletROT
is negative, it will only rotate on the horizontal plane.Trajectory.BulletROT
can control the direction.Trajectory.BulletROT
is negative, only the direction on the horizontal plane exists.Trajectory.BulletROT
is negative, it will only rotate on the horizontal plane.Trajectory.BulletROT
is negative, it will only rotate on the horizontal plane.Trajectory.RetargetRadius
controls the radius of the projectile to search for a new target after losing its original target. The projectile will search for new target at the original target's location.Trajectory=Missile
, if the projectile hasn't arrivedTrajectory.Missile.PreAimCoord
yet, the last coordinate of the original target is taken as the center of the searching circle. Otherwise, the coordinate of the distance in front of the projectile is taken as the center of the circle. Set to 0 indicates that this function is not enabled, and it will still attempt to attack the original target's location. If it is set to a negative value, it will directly self explode in place.Trajectory=Tracing
, the projectile will search for new target at the current position of itself.Trajectory.RetargetInterval
controls how long it takes to search for new target each time it is searched again.Trajectory.RetargetHouses
controls the projectile can find new target from which houses.Trajectory.Synchronize
controls whether the target of the projectile is synchronized with the target of its firer. If not, the projectile will not update the target.Trajectory.PeacefulVanish
controls whether the projectile disappears directly when it is about to detonate, without producing animation or causing damage. The default value isTrajectory=Engrave
orTrajectory.ProximityImpact
not equal to 0 orTrajectory.DisperseCycle
not equal to 0.Trajectory.ApplyRangeModifiers
controls whether any applicable weapon range modifiers from the firer are applied to the projectile.Trajectory.UseDisperseCoord
controls whether the fire position need to replaced with the FLH of its superior's trajectory, which setTrajectory.RecordSourceCoord
to true (Only if the weapon should be fired from the unit position).Trajectory.RecordSourceCoord
controls whether the projectile needs to record the launch position, which will be used for the weapons inTrajectory.DisperseWeapons
. It can be nested and inherited. The default value isTrajectory=Engrave
or have setTrajectory.DisperseWeapons
.Trajectory=Engrave
, it will also be used as a starting point for laser drawing.Trajectory.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate
andTrajectory.LeadTimeCalculate
on this basis.Trajectory=Engrave
orTrajectory=Tracing
, these are invalid.Trajectory.RotateCoord
controls whether to rotate the projectile's firing direction within the angle bisector ofTrajectory.OffsetCoord
(orTrajectory.Missile.PreAimCoord
inTrajectory=Missile
) according to the most superior's weapon'sBurst
. Set to 0 to disable this function.Trajectory.MirrorCoord
controls whetherTrajectory.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.AxisOfRotation
controls the rotation axis when calculatingTrajectory.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.Trajectory.LeadTimeCalculate
controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret.Trajectory.DetonationDistance
controls the maximum distance in cells from intended target at which the projectile will be forced to detonate. Set to 0 to disable forced detonation.Trajectory=Straight
, ifTrajectory.ApplyRangeModifiers
is set to true, any applicable weapon range modifiers from the firer are applied here as well. By settingTrajectory.Straight.PassThrough=true
, it refers to the distance that projectile should travel from itself when it above 0, and the distance that projectile should move behind the target when it below 0 (use the absolute value).Trajectory=Bombard
, when it is set to a negative value, if the target is movable, it will change its target to the cell where the target is located (This is a function expanded forMissile
andAirburst
purposes).Trajectory=Missile
, just detonate according to the conditions.Trajectory=Parabola
, when it is set to a negative value, if the target is movable, it will change its target to the cell where the target is located (This is a function expanded forMissile
andAirburst
purposes).Trajectory.TargetSnapDistance
controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile 'snap' on the intended target. Set to 0 to disable snapping.Trajectory.DetonationHeight
controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value. IfTrajectory.EarlyDetonation
is set to true, it'll take effect during the ascending stage instead, which makes it detonate when its height is above the launch position plus this value.Trajectory=Bombard
orTrajectory=Parabola
, these are valid.Trajectory.AllowFirerTurning
controls whether the projectile allow for significant changes in the orientation of the firer, otherwise it will disappear.In
rulesmd.ini
:Straight
Bombard
Missile
Engrave
Parabola
Tracing
Inaccurate
BallisticScatter
Gravity
SubjectToGround
ProjectileRange(Weapon's)
Trajectory.Speed
Trajectory.Duration
Trajectory.TolerantTime
Trajectory.CreateCapacity
Trajectory.BulletROT
Trajectory.BulletFacing
Trajectory.RetargetRadius
Trajectory.Synchronize
Trajectory.PeacefulVanish
Trajectory.ApplyRangeModifiers
Trajectory.UseDisperseCoord
Trajectory.RecordSourceCoord
Trajectory.OffsetCoord
Trajectory.RotateCoord
Trajectory.MirrorCoord
Trajectory.AxisOfRotation
Trajectory.LeadTimeCalculate
Trajectory.DetonationDistance
Trajectory.TargetSnapDistance
Trajectory.EarlyDetonation
Trajectory.DetonationHeight
Trajectory.AllowFirerTurning
Trajectory.PassDetonate
enables extra detonations when the projectile is traveling. (You can use this when you want the projectile to detonate warheads every other distance/time during the flight.)Trajectory.PassDetonateWarhead
defines the warhead detonated byTrajectory.PassDetonate
. If not set, use the original warhead of the projectile.Trajectory.PassDetonateDamage
defines the damage caused byTrajectory.PassDetonateWarhead
. If not set, use the original damage of the projectile.Trajectory.PassDetonateDelay
controls the delay for detonating the warhead defined byTrajectory.PassDetonateWarhead
.Trajectory.PassDetonateInitialDelay
controls the initial delay for detonating the warhead defined byTrajectory.PassDetonateWarhead
.Trajectory.PassDetonateLocal
controls whetherTrajectory.PassDetonateWarhead
and weapon'sWarhead
are always detonate at ground level.Trajectory.ProximityImpact
controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined byTrajectory.ProximityWarhead
on it. If the times is about to run out, it will also detonate itself at its location. This function can be cancelled by setting to 0. A negative integer means unlimited times. By the way, you can use the weapon'sWarhead
with low versus only to aim at the target, and use theTrajectory.ProximityWarhead
to causing actual harm. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)Trajectory.ProximityWarhead
defines the warhead detonated byTrajectory.ProximityImpact
. If not set, use the original warhead of the projectile.Trajectory.ProximityDamage
defines the damage caused byTrajectory.ProximityWarhead
. If not set, use the original damage of the projectile.Trajectory.ProximityRadius
controls the range of proximity fuse. It can NOT be set as a negative integer.Trajectory.ProximityDirect
controls whether let the target receive damage instead of detonating the warhead.Trajectory.ProximityMedial
controls whether to detonateTrajectory.ProximityWarhead
at the bullet's location rather than the proximity target's location. IfTrajectory.ProximityDirect
is set to true, this will only affect the calculation result ofTrajectory.DamageEdgeAttenuation
.Trajectory.ProximityAllies
controls whether allies will also trigger the proximity fuse.Trajectory.ProximityFlight
controls whether to count units in the air.Trajectory.ThroughVehicles
controls whether the projectile will not be obstructed by vehicles or aircrafts on the ground. When it is obstructed, it will be directly detonated at its location. If it still haveTrajectory.ProximityImpact
times, it will also detonate aTrajectory.ProximityImpact
at the location of the obstacle. Before the projectile being blocked,Trajectory.ProximityImpact
will also not cause damage to vehicles or aircrafts.Trajectory.ThroughBuilding
controls whether the projectile will not be obstructed by buildings. When it is obstructed, it will be directly detonated at its location. If it still haveTrajectory.ProximityImpact
times, it will also detonate aTrajectory.ProximityImpact
at the location of the obstacle. Before the projectile being blocked,Trajectory.ProximityImpact
will also not cause damage to buildings.Trajectory.DamageEdgeAttenuation
controls the edge attenuation ratio of projectile damage (includes all types of the trajectory's damage), that is, the actual damage caused will be this value multiplied by the ratio of the current distance to the weapon's range. Can NOT be set to a negative integer.Trajectory.DamageCountAttenuation
controls the attenuation coefficient of projectile damage (includes all types of the trajectory's damage), that is, how many times the next damage after each bounce is the damage just caused. Can NOT be set to a negative integer.In
rulesmd.ini
:Trajectory.DisperseWeapons
defines the dispersal weapons of the projectile.Trajectory.DisperseBursts
defines how many corresponding weapons each time the projectile will fire. When the quantity is lower thanTrajectory.DisperseWeapons
, the last value in the list will be used.Trajectory.DisperseCounts
controls how many times the projectile can fire the weapon. Set to a negative value means unlimited times. If set to zero, the cooling will be calculated directly without firing the weapon. If the quantity is less than the number of firing groups, the last value in the list will be used.Trajectory.DisperseDelays
controls the interval delays for dispersing the weapons. If the quantity is less than the number of firing groups, the last value in the list will be used.Trajectory.DisperseCycle
controls how many rounds of weapons the projectile can fire, zero will not fire weapons, and negative numbers are considered infinite.Trajectory.DisperseInitialDelay
controls the initial delay for dispersing the weapons defined byTrajectory.DisperseWeapons
.Trajectory.DisperseEffectiveRange
controls the weapon dispersing timer to start counting only within this distance of reaching the target. Set to 0 to disable this function. Set to a negative value means it will only Disperse the weapon at most once before detonation.Trajectory.DisperseSeparate
controls whether the projectile no longer fire all the weapons inTrajectory.DisperseWeapons
at once and instead fire a group of weapons in the list order, followingTrajectory.DisperseBursts
. And control how to calculate the number of firing groups. In short, if true, group the weapons and fire them the corresponding counts of times inTrajectory.DisperseWeapons
order. Otherwise, fire all weapons simultaneously and fire sequentially inTrajectory.DisperseCounts
order.Trajectory.DisperseRetarget
controls whether the Disperse weapons will find new targets on their own. Using theRange
,CanTarget
,CanTargetHouses
, requiredAttachedEffects
of weapons to search new targets.Trajectory.DisperseLocation
controls whether the Disperse weapons will search for new targets at the center of the spreading position, otherwise they will focus on the original target.Trajectory.DisperseTendency
controls whether the Disperse weapons will choose the original target as the first new target in each group of weapons.Trajectory.DisperseHolistic
controls whether the Disperse weapons will choose targets that are in different states from the original target (in air and on ground).Trajectory.DisperseMarginal
controls whether the Disperse weapons will choose unimportant items such as trees (regard as on ground), streetlights (regard as on ground) or bullets (regard as in air) as secondary targets.Trajectory.DisperseDoRepeat
controls whether the Disperse weapons will select duplicate targets when the number of targets is insufficient. If it is set to true and the weapon can select both the technos and the ground as targets, the technos will be prioritized, then if all non-repeating technos have been selected and the weapon can still be launched at this time (in each round of salvo), it will start selecting duplicate technos. If it is set to false and the weapon can select both the technos and the ground as targets, the technos will be prioritized, followed by the ground cells, then if all non-repeating technos have been selected and the weapon can still be launched at this time (in each round of salvo), it will stop firing remaining bursts.Trajectory.DisperseSuicide
controls whether the projectile will self destruct after the number of times it spreads the weapon has been exhausted.Trajectory.DisperseFromFirer
controls whether the weapons will be fired by the firer towards the projectile. Otherwise, the tracing weapons will be fired from the projectile towards the target. Using different default values, whenTrajectory=Engrave
orTrajectory=Tracing
, the default is true, while others are false.Trajectory.DisperseFaceCheck
controls whether the projectile will check its orientation before firing the weapons. Ignore this ifTrajectory.BulletFacing=Velocity
orTrajectory.BulletFacing=Spin
.Trajectory.DisperseForceFire
controls whether still fire disperse weapon when the projectile itself has no target or the target is beyond the weapon's range.Trajectory.DisperseCoord
controls the FLH where the projectile fires the weapon when setTrajectory.DisperseFromFirer
to false.In
rulesmd.ini
:Straight trajectory
Trajectory.Straight.PassThrough
enables special case logic where the projectile does not detonate in contact with the target but instead travels up to a distance defined byTrajectory.DetonationDistance
. Note that the firing angle of the projectile is adjusted with this in mind, making it fire straight ahead if the target is on same elevation.Trajectory.Straight.ConfineAtHeight
controls the height above ground that projectile will try to travel as it can. It can not move down from the cliff by settingSubjectToCliffs
to true. It can be cancelled by setting as a non positive integer. It will be forcibly cancelled by settingTrajectory.Speed
above 256. IfTrajectory.PassDetonateLocal
is set to true at the same time, the vertical speed will not be limited.In
rulesmd.ini
:Bombard trajectory
Straight
, but targets a coordinate between the attacker and intended target first. When the projectile approaches that turning point, it'll turn to the intended target and explodes when it hits the target or ground.Trajectory.Bombard.Height
controls the height of the turning point.Trajectory.Bombard.FallPercent
controls the distance of the turning point by its percentage of the total distance between attacker and intended target. If set to 0%, then it'll fly up vertically. If set to 100%, then it'll travel to the top of the intended target.Trajectory.Bombard.FallPercentShift
. If set to 0%, random shift will be disabled.Trajectory.Bombard.FallScatter.Max
as its radius. If set to 0, random scatter will be disabled.Trajectory.Bombard.FallScatter.Min
can be used to determine the minimum radius of the circle. IfTrajectory.Bombard.FallScatter.Linear
set to true, the random scatter will be limited to the line that is vertical to the original direction of the projectile.Trajectory.Bombard.FreeFallOnTarget
controls how it'll hit the intended target. If set to true, the projectile will be respawned above the intended target and free fall. If set to false, the projectile will travel to the intended target from the turning point.Trajectory.Bombard.NoLaunch
controls whether the attacker will fire the projectile by itself. If set to true, projectile will directly fall from the turning point.Trajectory.Bombard.FallSpeed
controls the initial speed of the projectile after it turns. If set to 0.0, then it'll useTrajectory.Speed
. Can't work whenTrajectory.Bombard.FreeFallOnTarget
set to true.Trajectory.Bombard.TurningPointAnims
, if set, will play an anim when the projectile reaches the turning point. IfTrajectory.Bombard.FreeFallOnTarget
is set to true, it'll be spawned above the target with the projectile together. IfTrajectory.Bombard.NoLaunch
is set to true, it'll be played at where the projectile falls, no matter if it's free fall or not. If more than one animation is listed, a random one is selected.In
rulesmd.ini
:Missile trajectory
ROT
, but its settings are more flexible. It also has a unique trajectory.Trajectory.Missile.UniqueCurve
controls whether to enable simulated Qian Xuesen trajectory. After enabling this, it will NOT respect the other items.Trajectory.Missile.PreAimCoord
controls the initial flight direction of the projectile, and after reaching this coordinate, it will begin to turn towards the target direction. When it is set to 0,0,0 , it will directly face the target.Trajectory.Missile.FacingCoord
controls whether the forward direction inTrajectory.Missile.PreAimCoord
is depending on the orientation of the firer. By default, it will depend on the vector between the firer and the target.Trajectory.Missile.ReduceCoord
controls whetherTrajectory.Missile.PreAimCoord
defines the initial movement coordinates when the attack distance is 10 cells, and the actual initial movement coordinates will change with the length of the attack distance. It can be simply understood as an optimization term aimed at ensuring hits at close range.Trajectory.Missile.LaunchSpeed
controls the initial flight speed of the projectile.Trajectory.Missile.Acceleration
controls the acceleration of the projectile's flight speed, increasing or decreasing the speed per frame according to this value, the final speed will beTrajectory.Speed
.Trajectory.Missile.TurningSpeed
controls the turning speed of the projectile which refers to the maximum angle that the projectile can rotate per frame in terms of direction.Trajectory.Missile.LockDirection
controls whether after reachingTrajectory.Missile.PreAimCoord
and completing the first turn, the projectile will lock the direction of motion without further adjustment.Trajectory.Missile.CruiseEnable
controls whether after reachingTrajectory.Missile.PreAimCoord
and completing the first turn, the projectile will maintain altitude while moving towards the target.Trajectory.Missile.CruiseUnableRange
controls how far away it is from the target to end the cruise phase, no longer maintaining the cruise altitude, and begins to move directly towards the target. If the distance is already below this value by the timeTrajectory.Missile.PreAimCoord
is reached, the cruise phase will be skipped.Trajectory.Missile.CruiseAltitude
controls the minimum altitude of the projectile in the cruise phase.Trajectory.Missile.CruiseAlongLevel
controls whether to calculateTrajectory.Missile.CruiseAltitude
by the height of the projectile and the ground height of the current position, otherwise it will be calculated by the height of the projectile and the height of the launch position.Trajectory.Missile.SuicideAboveRange
controls the projectile to self destruct directly after reaching the flight distance. Set to 0 to disable suicide. When set to a negative number, its absolute value represents a multiple of the initial distance.Trajectory.Missile.SuicideShortOfROT
controls whether the projectile will explode when it detected its insufficient turning ability.In
rulesmd.ini
:Engrave trajectory
Trajectory.Engrave.SourceCoord
controls the starting point of engraving line segment. Taking the target as the coordinate center. Specifically, it will start from the firing position when set to 0,0 . The height of the point will always at ground level, unless the target is in the air.Trajectory.Engrave.TargetCoord
controls the end point of engraving line segment. IfTrajectory.Duration
is set to a positive number, it is only used for direction calculation. Taking the target as the coordinate center. The height of the point will always at ground level, unless the target is in the air.Trajectory.Engrave.IsLaser
controls whether laser drawing is required.Trajectory.Engrave.IsIntense
controls whether the engrave laser will be brighter and thicker. Need to setTrajectory.Engrave.IsHouseColor
orTrajectory.Engrave.IsSingleColor
to true.Trajectory.Engrave.IsHouseColor
controls whether set the engrave laser to draw using player's team color. These lasers respectTrajectory.Engrave.LaserThickness
andTrajectory.Engrave.IsIntense
.Trajectory.Engrave.IsSingleColor
controls whether set the engrave laser to draw using onlyTrajectory.Engrave.LaserInnerColor
. These lasers respectTrajectory.Engrave.LaserThickness
andTrajectory.Engrave.IsIntense
.Trajectory.Engrave.LaserInnerColor
controls the inner color of the engrave laser.Trajectory.Engrave.LaserOuterColor
controls the outer color of the engrave laser.Trajectory.Engrave.LaserOuterSpread
controls the spread color of the engrave laser.Trajectory.Engrave.LaserThickness
controls the thickness of the engrave laser. Need to setTrajectory.Engrave.IsHouseColor
orTrajectory.Engrave.IsSingleColor
to true.Trajectory.Engrave.LaserDuration
controls the duration of the engrave laser.Trajectory.Engrave.LaserDelay
controls how often to draw the engrave laser.Trajectory.Engrave.AttachToTarget
controls whether the center position of the engrave laser will update with the target position.Trajectory.Engrave.UpdateDirection
controls whether the engrave laser updates the direction with the firer and target position.In
rulesmd.ini
:Parabola trajectory
Arcing
with different enhanced functions.Trajectory.Parabola.OpenFireMode
controls how should the projectile be launched. This has the following 6 modes.Trajectory.Speed
and target coordinates as calculation conditions, i.e. the flight time of the projectile is permanently fixed.Trajectory.Parabola.ThrowHeight
and target coordinates as calculation conditions, i.e. the detonation time of the projectile is relatively fixed.Trajectory.Parabola.LaunchAngle
and target coordinates as calculation conditions. In this mode, the performance consumption is high, and may have no solution. It is not recommended to enableSubjectToCliffs
or enableAA
with a smallerMinimumRange
when using this mode.Trajectory.Speed
andTrajectory.Parabola.ThrowHeight
as calculation conditions, i.e. the trajectory will only undergo altitude changes with the height of the target.Trajectory.Parabola.ThrowHeight
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will change horizontally with the height of the target.Trajectory.Speed
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will be permanently fixed.Trajectory.Parabola.ThrowHeight
controls the maximum height of the projectile and is only used for modesHeight
,SpeedAndHeight
, orHeightAndAngle
. The specific height will be determined by taking the larger of the launch height and the target height then increasing this value. Non positive numbers are not supported.Trajectory.Parabola.LaunchAngle
controls the fire angle of the projectile and is only used for modesAngle
,HeightAndAngle
, orSpeedAndAngle
. Only supports -90.0 ~ 90.0 (Cannot use boundary values) in ModeAngle
orSpeedAndAngle
, and 0.0 ~ 90.0 (Cannot use boundary values) in ModeHeightAndAngle
.Trajectory.Parabola.DetonationAngle
controls when the angle between the projectile in the current velocity direction and the horizontal plane is less than this value, it will detonate prematurely. Taking effect when the value is at -90.0 ~ 90.0 (Cannot use boundary values).Trajectory.Parabola.BounceTimes
controls how many times can it bounce back when the projectile hits the ground or cliff. Be aware that excessive projectile speed may cause abnormal operation. AndTrajectory.DetonationDistance
do not conflict with this and will take effect simultaneously. So if you want to explode the bullet only after the times of bounces is exhausted, you should setTrajectory.DetonationDistance
to a non positive value.Trajectory.Parabola.BounceOnWater
controls whether it can bounce on the water surface.Trajectory.Parabola.BounceDetonate
controls whether it detonates the warhead once extra during each bounce.Trajectory.Parabola.BounceAttenuation
controls the attenuation coefficient of projectile bounce damage, that is, how many times the next damage after each bounce is the damage just caused. This will also affect the damage of the final detonation.Trajectory.Parabola.BounceCoefficient
controls the attenuation coefficient of projectile bounce elasticity, that is, how many times the speed after each bounce is the speed before bouncing.In
rulesmd.ini
:Tracing trajectory
Trajectory.Tracing.TraceMode
controls how should the projectile trace the target. This is used to calculate coordinate axis ofTrajectory.Tracing.AttachCoord
located on the tracking target. The H axis is not affected by the tilt and deflection of the tracking target, and always faces directly above. This has the following 6 modes.Trajectory.Tracing.TraceTheTarget
controls whether the target tracked by the projectile is the target of the projectile. Otherwise, it will trace the firer, and at the same time, the projectile will detonate if the firer dies.Trajectory.Tracing.CreateAtTarget
controls whether the projectile is directly generated at the target position.Trajectory.Tracing.StableRotation
controls whether the projectile will automatically rotate at the same angle interval whenTrajectory.Tracing.TraceMode
isRotateCW
orRotateCCW
. Need to cooperate withTrajectory.CreateCapacity
records to take effect.Trajectory.Tracing.CreateCoord
controls the generate position. Not related toTrajectory.Tracing.TraceMode
.Trajectory.Tracing.AttachCoord
controls the tracing position on its target, useTrajectory.Tracing.TraceMode
determines the specific location.Trajectory.Tracing.ChasableDistance
controls the maximum distance between the target's center of the projectile pursuing and the firer's center. When it is a positive number, the distance will not exceed this value. When it is a negative number, if the distance exceeds this value, the projectile will explode. When it is zero, the weapon's range will be used and considered a positive number.In
rulesmd.ini
: