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PostPosted: Tue May 26, 2015 2:46 am 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
http://www.army-technology.com/projects/javelin/images/javelinmp_h15.jpg

Yep this thing, I have a concept file for it made but yeah can't release it or show it. The problem is not the weapon it is done, it is the missiles guidance system, which can not be reproduced in RWR.

So here is the suggestion part of this, can the DEVS please add a way to "guide" missiles, just a simple projectile follow mouse thing, I doubt it would be vary hard to do or at least I hope it would not be hard to do.

The idea for guided weapons is the projectiles will try to track to where ever the player is aiming, meaning a high guidance weapon will almost always hit the target, while a low guidance weapon may have a better chance.

Weapons that would use this in vanilla, currently only the TOW which would use a low guidance version.

basic concept for script commands in .weapon file

<guided=1 guide_time=0.25** guide_speed=0.05# guide_start=0.1%/>


* amount of time the projectile tracks the mouse, can be high or low.
# how well the projectile tracks example a 0.05 speed track means every 0.05 seconds will move towards the aim point.
% time before projectile starts to track, this is ontop of guide time so a guided projectile with a start at 0.1 will not be guided for the fist tenth of a second after which it will activate the guided count down.

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PostPosted: Thu May 28, 2015 1:52 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
warbrand2 wrote:
http://www.army-technology.com/projects/javelin/images/javelinmp_h15.jpg

Yep this thing, I have a concept file for it made but yeah can't release it or show it. The problem is not the weapon it is done, it is the missiles guidance system, which can not be reproduced in RWR.

So here is the suggestion part of this, can the DEVS please add a way to "guide" missiles, just a simple projectile follow mouse thing, I doubt it would be vary hard to do or at least I hope it would not be hard to do.

The idea for guided weapons is the projectiles will try to track to where ever the player is aiming, meaning a high guidance weapon will almost always hit the target, while a low guidance weapon may have a better chance.

Weapons that would use this in vanilla, currently only the TOW which would use a low guidance version.

basic concept for script commands in .weapon file

<guided=1 guide_time=0.25** guide_speed=0.05# guide_start=0.1%/>


* amount of time the projectile tracks the mouse, can be high or low.
# how well the projectile tracks example a 0.05 speed track means every 0.05 seconds will move towards the aim point.
% time before projectile starts to track, this is ontop of guide time so a guided projectile with a start at 0.1 will not be guided for the fist tenth of a second after which it will activate the guided count down.


Maybe what you could do is make it similar to a mortar strike. Once you left click exhaust comes out and a rocket launches, then a few seconds after you see a shadow of a rocket and then it hits the spot you aimed at. I feel that would ease the guided weapon issue if one appears. This is just a backup though, the guided javelin would be badass.


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PostPosted: Thu May 28, 2015 5:09 pm 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
that is actually how the weapon currently works.

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PostPosted: Thu May 28, 2015 10:46 pm 
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Joined: Mon Oct 13, 2014 3:59 am
Posts: 197
warbrand2 wrote:
that is actually how the weapon currently works.


Oh my bad :shock: :oops:


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