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[General Purpose] Enhanced Straight trajectory #1294
[General Purpose] Enhanced Straight trajectory #1294
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Changes: In Trajectory.Straight.ProximityDirect=false ; boolean
Trajectory.Straight.ProximityAllies=false ; boolean then separate the allies damage multiplier to a more comprehensive function in #1307 . |
It is a small code style thing but it is consistent across all of the code you write, so figured I'll mention it when it is on top of my mind. Phobos code should use camelCase (first letter of the first word is uncapitalized) for local variables names, not PascalCase (caps). Pointers specifically are prefixed with |
Get it. I will check them all out these days :) . |
…ugh buildings or vehicles
Currently (in this branch) any |
Thx for testing, I will ty to fix it later. :o |
Fix: If the projectile has an extremely fast velocity and is blocked by an obstacle midway, although it will be detonated early, its `ProximityImpact` will still penetrate the obstacle and damage the technos behind.
This is a sequel of #1246, which makes use of logic and tag standard from the other trajectory pull requests (#1293, #1294, #1295 and #1374), and also utilizes the generic random anim function from (#1380). Many thanks to @CrimRecya for making these projectiles as well as helping with improvement of enhanced Bombard trajectory. Also thanks **NaotoYuuki** for providing the prototypes of vertical and meteor projectiles, which are used as the base of these additions. 1 - Bombard Trajectory now support `Inaccurate=true, BallisticScatter.Max and BallisticScatter.Min` keys, which allows them to scatter when picking targets. 2 - Bombard Trajectory, instead of simply flying to the top of the target and free fall, is now extended into a series of trajectories which flying to a 'turning point' first, and then turning to the targets or respawning on their top. The behaviors of the projectile and the position of the turning point could be customized by the following tags: - `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. - For each launch the turning point percentage could add or minus a random value, which is not greater than `Trajectory.Bombard.FallPercentShift`. If set to 0%, random shift will be disabled. - You can also makes the turning point scatter randomly in a circle with `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. If `Trajectory.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 use `Trajectory.Speed`. Can't work when `Trajectory.Bombard.FreeFallOnTarget` set to true. - `Trajectory.Bombard.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). - `Trajectory.Bombard.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. If `Trajectory.Bombard.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.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.Bombard.TurningPointAnims`, if set, will play an anim when the projectile reaches the turning point. If `Trajectory.Bombard.FreeFallOnTarget` is set to true, it'll be spawned above the target with the projectile together. If `Trajectory.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. - `Trajectory.Bombard.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. - The following tags further customize the projectile's descending behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false. - `Trajectory.Bombard.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Bombard.LeadTimeCalculate=true` on this basis. - `Trajectory.Bombard.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Bombard.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function. - `Trajectory.Bombard.MirrorCoord` controls whether `Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Bombard.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result. - `Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of `Trajectory.Bombard.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays. - `Trajectory.Bombard.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position. - `Trajectory.Bombard.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations. In `rulesmd.ini`: ```ini [SOMEPROJECTILE] ; Projectile Trajectory=Bombard ; Trajectory type Trajectory.Bombard.Height=0.0 ; double Trajectory.Bombard.FallPercent=1.0 ; double Trajectory.Bombard.FallPercentShift=0.0 ; double Trajectory.Bombard.FallScatter.Max=0.0 ; floating point value Trajectory.Bombard.FallScatter.Min=0.0 ; floating point value Trajectory.Bombard.FallScatter.Linear=false ; boolean Trajectory.Bombard.FreeFallOnTarget=true ; boolean Trajectory.Bombard.NoLaunch=false ; boolean Trajectory.Bombard.FallSpeed=0.0 ; double Trajectory.Bombard.DetonationDistance=0.4 ; floating point value Trajectory.Bombard.DetonationHeight=-1 ; integer Trajectory.Bombard.EarlyDetonation=false ; boolean Trajectory.Bombard.TargetSnapDistance=0.5 ; floating point value Trajectory.Bombard.TurningPointAnims= ; list of Animation Trajectory.Bombard.LeadTimeCalculate=false ; boolean Trajectory.Bombard.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height Trajectory.Bombard.RotateCoord=0 ; floating point value Trajectory.Bombard.MirrorCoord=true ; boolean Trajectory.Bombard.UseDisperseBurst=false ; boolean Trajectory.Bombard.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height Trajectory.Bombard.SubjectToGround=false ; boolean ``` If all values are set to default, it'll perform as the old Bombard Trajectory. **NOTE:** Both the old and new Bombard trajectories might trigger a fatal error when firing a Voxel=true projectile (EIP: 007564B4), which is unresolved yet. Avoid using it for now, and if someone could make it work I'll be really grateful. --------- Co-authored-by: CrimRecya <[email protected]>
- Self-explanatory, is a straight-shot trajectory. - `Trajectory.Straight.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). If `Trajectory.Straight.ApplyRangeModifiers` is set to true, any applicable weapon range modifiers from the firer are applied here as well. By setting `Trajectory.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.Straight.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.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 by `Trajectory.Straight.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.PassDetonate` enables extra detonations when the projectile is traveling. - `Trajectory.Straight.PassDetonateWarhead` defined the warhead detonated by `Trajectory.Straight.PassDetonate`, and `Trajectory.Straight.PassDetonateDamage` defined the damage caused by `Trajectory.Straight.PassDetonateWarhead`. - `Trajectory.Straight.PassDetonateDelay` controls the delay for detonating the warhead defined by `Trajectory.Straight.Warhead`. - `Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay for detonating the warhead defined by `Trajectory.Straight.Warhead`. - `Trajectory.Straight.PassDetonateLocal` controls whether `Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are always detonate at ground level. It will also no longer restrict vertical velocity of the projectile when using `Trajectory.Straight.ConfineAtHeight`. - `Trajectory.Straight.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.Straight.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Straight.LeadTimeCalculate=true` on this basis. - `Trajectory.Straight.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Straight.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function. - `Trajectory.Straight.MirrorCoord` controls whether `Trajectory.Straight.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Straight.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result. - `Trajectory.Straight.UseDisperseBurst` controls whether the calculation of `Trajectory.Straight.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays. - `Trajectory.Straight.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position. - `Trajectory.Straight.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 by `Trajectory.Straight.Warhead` 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's `Warhead` with low versus only to aim at the target, and use the `Trajectory.Straight.ProximityWarhead` to causing actual harm. - `Trajectory.Straight.ProximityWarhead` defined the warhead detonated by `Trajectory.Straight.ProximityImpact`, and `Trajectory.Straight.ProximityDamage` defined the damage caused by `Trajectory.Straight.ProximityWarhead`. - `Trajectory.Straight.ProximityRadius` controls the range of proximity fuse. It can NOT be set as a negative integer. - `Trajectory.Straight.ProximityDirect` controls whether let the target receive damage instead of detonating the warhead. - `Trajectory.Straight.ProximityAllies` controls whether allies will also trigger the proximity fuse. - `Trajectory.Straight.ProximityFlight` controls whether to count units in the air. - `Trajectory.Straight.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 have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle. - `Trajectory.Straight.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 have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle. - `Trajectory.Straight.EdgeAttenuation` controls the edge attenuation ratio of projectile damage, includes `Trajectory.Straight.Damage`. Can NOT be set to a negative integer. - `Trajectory.Straight.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations. - `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 setting `SubjectToCliffs=yes`. It can be cancelled by setting as a non positive integer. It will be forcibly cancelled by setting `Trajectory.Speed` above 256. In `rulesmd.ini`: ```ini [SOMEPROJECTILE] ; Projectile Trajectory=Straight ; Trajectory type Trajectory.Straight.ApplyRangeModifiers=false ; boolean Trajectory.Straight.DetonationDistance=0.4 ; floating point value Trajectory.Straight.TargetSnapDistance=0.5 ; floating point value Trajectory.Straight.PassThrough=false ; boolean Trajectory.Straight.PassDetonate=false ; boolean Trajectory.Straight.PassDetonateWarhead= ; WarheadType Trajectory.Straight.PassDetonateDamage=0 ; integer Trajectory.Straight.PassDetonateDelay=1 ; integer Trajectory.Straight.PassDetonateInitialDelay=0 ; integer Trajectory.Straight.PassDetonateLocal=false ; boolean Trajectory.Straight.LeadTimeCalculate=false ; boolean Trajectory.Straight.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height Trajectory.Straight.RotateCoord=0 ; floating point value Trajectory.Straight.MirrorCoord=true ; boolean Trajectory.Straight.UseDisperseBurst=false ; boolean Trajectory.Straight.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height Trajectory.Straight.ProximityImpact=0 ; integer Trajectory.Straight.ProximityWarhead= ; WarheadType Trajectory.Straight.ProximityDamage=0 ; integer Trajectory.Straight.ProximityRadius=0.7 ; floating point value Trajectory.Straight.ProximityDirect=false ; boolean Trajectory.Straight.ProximityAllies=false ; boolean Trajectory.Straight.ProximityFlight=false ; boolean Trajectory.Straight.ThroughVehicles=true ; boolean Trajectory.Straight.ThroughBuilding=true ; boolean Trajectory.Straight.EdgeAttenuation=1.0 ; floating point value Trajectory.Straight.SubjectToGround=false ; boolean Trajectory.Straight.ConfineAtHeight=0 ; integer ``` ```{note} - Make sure you set a low `Trajectory.Straight.ProximityRadius` value unless necessary. - Note that if `Trajectory.Straight.ProximityFlight` is true, it will consume more CPU performance. - Note that the listed Warheads in `Trajectory.Straight.PassDetonateWarhead` and `Trajectory.Straight.ProximityWarhead` must be listed in `[Warheads]` for them to work. ```
This is a sequel of Phobos-developers#1246, which makes use of logic and tag standard from the other trajectory pull requests (Phobos-developers#1293, Phobos-developers#1294, Phobos-developers#1295 and Phobos-developers#1374), and also utilizes the generic random anim function from (Phobos-developers#1380). Many thanks to @CrimRecya for making these projectiles as well as helping with improvement of enhanced Bombard trajectory. Also thanks **NaotoYuuki** for providing the prototypes of vertical and meteor projectiles, which are used as the base of these additions. 1 - Bombard Trajectory now support `Inaccurate=true, BallisticScatter.Max and BallisticScatter.Min` keys, which allows them to scatter when picking targets. 2 - Bombard Trajectory, instead of simply flying to the top of the target and free fall, is now extended into a series of trajectories which flying to a 'turning point' first, and then turning to the targets or respawning on their top. The behaviors of the projectile and the position of the turning point could be customized by the following tags: - `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. - For each launch the turning point percentage could add or minus a random value, which is not greater than `Trajectory.Bombard.FallPercentShift`. If set to 0%, random shift will be disabled. - You can also makes the turning point scatter randomly in a circle with `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. If `Trajectory.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 use `Trajectory.Speed`. Can't work when `Trajectory.Bombard.FreeFallOnTarget` set to true. - `Trajectory.Bombard.DetonationDistance` controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). - `Trajectory.Bombard.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. If `Trajectory.Bombard.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.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.Bombard.TurningPointAnims`, if set, will play an anim when the projectile reaches the turning point. If `Trajectory.Bombard.FreeFallOnTarget` is set to true, it'll be spawned above the target with the projectile together. If `Trajectory.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. - `Trajectory.Bombard.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. - The following tags further customize the projectile's descending behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false. - `Trajectory.Bombard.OffsetCoord` controls the offsets of the target. Projectile will aim at this position to attack. It also supports `Inaccurate=yes` and `Trajectory.Bombard.LeadTimeCalculate=true` on this basis. - `Trajectory.Bombard.RotateCoord` controls whether to rotate the projectile's firing direction within the angle bisector of `Trajectory.Bombard.OffsetCoord` according to the weapon's `Burst`. Set to 0 to disable this function. - `Trajectory.Bombard.MirrorCoord` controls whether `Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated by `Trajectory.Bombard.RotateCoord` will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result. - `Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of `Trajectory.Bombard.RotateCoord` is based on its superior's `Trajectory.Disperse.WeaponBurst` of the dispersed trajectory, rather than `Burst` of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays. - `Trajectory.Bombard.AxisOfRotation` controls the rotation axis when calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with the unit orientation or the vector that from target position to the source position. - `Trajectory.Bombard.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations. In `rulesmd.ini`: ```ini [SOMEPROJECTILE] ; Projectile Trajectory=Bombard ; Trajectory type Trajectory.Bombard.Height=0.0 ; double Trajectory.Bombard.FallPercent=1.0 ; double Trajectory.Bombard.FallPercentShift=0.0 ; double Trajectory.Bombard.FallScatter.Max=0.0 ; floating point value Trajectory.Bombard.FallScatter.Min=0.0 ; floating point value Trajectory.Bombard.FallScatter.Linear=false ; boolean Trajectory.Bombard.FreeFallOnTarget=true ; boolean Trajectory.Bombard.NoLaunch=false ; boolean Trajectory.Bombard.FallSpeed=0.0 ; double Trajectory.Bombard.DetonationDistance=0.4 ; floating point value Trajectory.Bombard.DetonationHeight=-1 ; integer Trajectory.Bombard.EarlyDetonation=false ; boolean Trajectory.Bombard.TargetSnapDistance=0.5 ; floating point value Trajectory.Bombard.TurningPointAnims= ; list of Animation Trajectory.Bombard.LeadTimeCalculate=false ; boolean Trajectory.Bombard.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height Trajectory.Bombard.RotateCoord=0 ; floating point value Trajectory.Bombard.MirrorCoord=true ; boolean Trajectory.Bombard.UseDisperseBurst=false ; boolean Trajectory.Bombard.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height Trajectory.Bombard.SubjectToGround=false ; boolean ``` If all values are set to default, it'll perform as the old Bombard Trajectory. **NOTE:** Both the old and new Bombard trajectories might trigger a fatal error when firing a Voxel=true projectile (EIP: 007564B4), which is unresolved yet. Avoid using it for now, and if someone could make it work I'll be really grateful. --------- Co-authored-by: CrimRecya <[email protected]>
This is a feature split from #1261 .
It may have similarities with other parts.
Trajectory.Straight.DetonationDistance
controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). IfTrajectory.Straight.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.Straight.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.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.Straight.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.PassDetonate
enables extra detonations when the projectile is traveling.Trajectory.Straight.PassDetonateWarhead
defined the warhead detonated byTrajectory.Straight.PassDetonate
, andTrajectory.Straight.PassDetonateDamage
defined the damage caused byTrajectory.Straight.PassDetonateWarhead
.Trajectory.Straight.PassDetonateDelay
controls the delay for detonating the warhead defined byTrajectory.Straight.Warhead
.Trajectory.Straight.PassDetonateInitialDelay
controls the initial delay for detonating the warhead defined byTrajectory.Straight.Warhead
.Trajectory.Straight.PassDetonateLocal
controls whetherTrajectory.Straight.PassDetonateWarhead
and weapon'sWarhead
are always detonate at ground level. It will also no longer restrict vertical velocity of the projectile when usingTrajectory.Straight.ConfineAtHeight
.Trajectory.Straight.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.Straight.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate=yes
andTrajectory.Straight.LeadTimeCalculate=true
on this basis.Trajectory.Straight.RotateCoord
controls whether to rotate the projectile's firing direction within the angle bisector ofTrajectory.Straight.OffsetCoord
according to the weapon'sBurst
. Set to 0 to disable this function.Trajectory.Straight.MirrorCoord
controls whetherTrajectory.Straight.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.Straight.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.Straight.UseDisperseBurst
controls whether the calculation ofTrajectory.Straight.RotateCoord
is based on its superior'sTrajectory.Disperse.WeaponBurst
of the dispersed trajectory, rather thanBurst
of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.Trajectory.Straight.AxisOfRotation
controls the rotation axis when calculatingTrajectory.Straight.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.Trajectory.Straight.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.Straight.Warhead
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.Straight.ProximityWarhead
to causing actual harm.Trajectory.Straight.ProximityWarhead
defined the warhead detonated byTrajectory.Straight.ProximityImpact
, andTrajectory.Straight.ProximityDamage
defined the damage caused byTrajectory.Straight.ProximityWarhead
.Trajectory.Straight.ProximityRadius
controls the range of proximity fuse. It can NOT be set as a negative integer.Trajectory.Straight.ProximityDirect
controls whether let the target receive damage instead of detonating the warhead.Trajectory.Straight.ProximityAllies
controls whether allies will also trigger the proximity fuse.Trajectory.Straight.ProximityFlight
controls whether to count units in the air.Trajectory.Straight.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.Straight.ProximityImpact
times, it will also detonate aTrajectory.Straight.ProximityImpact
at the location of the obstacle.Trajectory.Straight.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.Straight.ProximityImpact
times, it will also detonate aTrajectory.Straight.ProximityImpact
at the location of the obstacle.Trajectory.Straight.EdgeAttenuation
controls the edge attenuation ratio of projectile damage, includesTrajectory.Straight.Damage
. Can NOT be set to a negative integer.Trajectory.Straight.SubjectToGround
controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations.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=yes
. It can be cancelled by setting as a non positive integer. It will be forcibly cancelled by settingTrajectory.Speed
above 256.In
rulesmd.ini
: