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Whaaaaaat??! Gattling Cannon on a Grand Cannon??!
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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Thu Jul 07, 2011 5:23 am    Post subject:  Whaaaaaat??! Gattling Cannon on a Grand Cannon??! Reply with quote  Mark this post and the followings unread

Very Happy



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FurryQueen
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PostPosted: Thu Jul 07, 2011 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I must be missing something because I don't get it.

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Thu Jul 07, 2011 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Think about the Overlord Tank in CCG ZH.



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Palkia323
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PostPosted: Thu Jul 07, 2011 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I lol'd at that pic SO HARD!

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jul 07, 2011 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

So you attached a complete building to the position of another buildings barrel?
That is really cool.

Does the length of the GrandCannon barrel adds to the firing range of the Gattling turret? Or is the Gattling turret range calculated from the centre of the GC foundation?

Can you attach it to a moving object like a ship as well?
Does the gattling turret still has its own strength and armor or does it use the one of the mother building, the GC? Can you destroy the Gattling turret without damaging the GC?

Can you make a building moveable using a different locomotor that statue and speedtype?

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Scorched Earth
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PostPosted: Thu Jul 07, 2011 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I see it! My mind is blown.

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Thu Jul 07, 2011 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

So if I got this right this logic allows a grand cannon to have gattling logic as a secondary weapon?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Jul 07, 2011 8:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Might have been more clear for most if the gattling cannon was on top of the grand cannon if you meant to say, that it is additional part to grand cannon building like a turret upgrade/add, i'd be more interested if it can work independantly to fire at things while grand fires on its own targets and if maintains own health or shared health #Tongue

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Thu Jul 07, 2011 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

actually can this work like having 2 ground weapons aiming at 2 targets at once?

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LH_Mouse
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PostPosted: Thu Jul 07, 2011 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Such a thing(e.g. the gattling cannon in the picture) is called "Virtual Units". Of course it is a unit and has its own target, weapons, sight, and so on. However it is not considered "existing on the map" thus is immune to normal weapons, and cannot be selected.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Jul 07, 2011 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

I would love to see a battleship with 13 virtual units, so it can attack 13 different targets at the same time.
3 triple cannon turrets (Anti armor)
6 dual gun MGs (Anti Infantry)
4 rocket launcher (Anti Air)

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Thu Jul 07, 2011 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see some sort of ingame animation of this

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kenosis
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PostPosted: Thu Jul 07, 2011 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

that was my design for GZ(if LH doesn't mind my saying)

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 07, 2011 1:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:
Such a thing(e.g. the gattling cannon in the picture) is called "Virtual Units". Of course it is a unit and has its own target, weapons, sight, and so on. However it is not considered "existing on the map" thus is immune to normal weapons, and cannot be selected.


If I get this right, you effectively attached another TechnoClass to one.

Following questions, source of bugs:
How it reacts to bunkering-debunkering? (TechnoClass::Remove)
Does it gets destroyed with it's parent unit?
Chronosphere?
Temporal weapons?
Radiation?
OpenTransport?
Passenger logic?
EMP?
IronCurtain?
Deploying/undeploying?

The idea is great, no doubt. I wonder if it gets properly coded. My AttachAnim failed acknowleding the power of TechnoClass::Remove, which is why the idea seems abandoned now.

I'm definitely interested in this idea.

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Thu Jul 07, 2011 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Following questions, source of bugs:
How it reacts to bunkering-debunkering? (TechnoClass::Remove)
Does it gets destroyed with it's parent unit?
Chronosphere?
Temporal weapons?
Radiation?
OpenTransport?
Passenger logic?
EMP?
IronCurtain?
Deploying/undeploying?


1. Virtual units will be removed if its *ParentUnit equals NULL;
2. See above;
3. Virtual units can be neither chronosphere'd nor iron-curtain'd;
4. Temporal weapons are not "weapons that deal normal damage" so they ARE able to erase virtual units. However in general a unit won't automatically attack virtual units since virtual units are not "on the map";
5. Not tested, most probably vulnerable;
6. Virtual units cannot carry passengers, and if its parent unit gets transported it will run into the same state(limboed, opentopped, etc);
7. GZ's EMP is based on the normal damage system, thus EMP does not work on virtual units;
8. See 3;
9. See 1. <-- I'm not sure whether it is worth making this transitive.

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Speeder
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Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Jul 07, 2011 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pretty awesome but it seems MC doesn't affect the virtual unit even if the primary one has been captured.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
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PostPosted: Thu Jul 07, 2011 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Later I'll fix it. There're a lot of parameters needed to be synchronized between the virtual unit and its parent on each frame.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Jul 07, 2011 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mostly, I meant if the parent gets an effect applied, would that effect be carried over to it's virtual counterpart. Especially Temporal, EMP, Passengers and Curtain. (At passenger, an example of it's use: parent is a Gunner=yes object, would the virtual use it's passenger for own roles, too?)

Seeing that the community considers this as an implementation of the multi-turret logic, these came into my mind.

Yeah, since you expands the YR tables directly, I guess you won't have problems with pointer-arithmetics, true.

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=======================
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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
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PostPosted: Thu Jul 07, 2011 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

S/L? Take a look at the function @70BF50, that'll help.

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Fri Jul 08, 2011 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

So I'm guessing this will allow multiple turret units? say the virtual unit is just a turret without a body (think battleship wise)

Or even a unit with one turret but with multiple weapons like the GLA scropion tank with its main cannon and the rocket upgrade? so it can attack something like other tanks with both weapons?

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
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PostPosted: Fri Jul 08, 2011 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Correct.

In this picture:
APOC: *pAttachedVirtualUnit=SREF1, *pParentUnit=NULL;
SREF1: *pAttachedVirtualUnit=SREF2, *pParentUnit=APOC;
SREF2: *pAttachedVirtualUnit=SREF3, *pParentUnit=APOC;
SREF3: *pAttachedVirtualUnit=SREF4, *pParentUnit=APOC;
SREF4: *pAttachedVirtualUnit=NULL, *pParentUnit=APOC;

[SREF]
Virtual=yes
CoordRelativeTo=Turret ; Turret/Body means coordinates are relative to parent's turret/body(the same way as FLH), otherwise considered absolute delta XYZ from parent.
TurretRotationLockedOnto=None ; None means free, Turret/Body means locked to be the same as it parent's turret/body.
BodyRotationLockedOnto=Turret



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m7
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Joined: 17 Apr 2009

PostPosted: Fri Jul 08, 2011 4:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, OverlordContain logic in YR.

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KALAPS S8
Grenadier


Joined: 02 Aug 2012

PostPosted: Mon May 11, 2015 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

How to do it?

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Mon May 11, 2015 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

This even might work as a nod multi turret placement logic like in cnc 3 logic. neat tho would be useful like what LKO said battle ships and stuff plus you might add like for an APC with a turret that repairs and other that defends and lots of different possibilities.

Edit: this as well will save lots of work for ARES devs or is it Npatch related ?

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OmegaBolt
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Location: York, England

PostPosted: Mon May 11, 2015 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

This was for Gear Zero AFAIK which is long dead. And it was posted 4 years ago.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue May 12, 2015 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Tue May 12, 2015 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

O-Bolt: ah, sorry haven't looked at the date's.

Kenosis: Thanks, sad tho they haven't had any interest, but I guess it is difficult codding wise.

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