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    Tac missile defense help.

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    • T Offline
      TankenAbard
      last edited by

      Header: I'm trying to fix some of the Nomads code, and I'm confused on how Tac defense works.

      I've noticed that with the Zapper, Buzzkill and Ythisatha, if the enemy missiles fly in at the same pattern every time, they are shot down at the same time in the same order. So if the missile order coming in is 1,3,2,5,4, then they are shot down in that same order every time. If this makes sense.

      So, with the Nomads, I've noticed that the defense systems seem to shoot the enemy missiles down fast, but after 3-4 tac defenses, some of the defenses will stop tracking properly and let a missile go. So if there's 5 enemy missiles, and 5 defenses, ofen what happens is that 4 defenses fire off and the 5th just kinda sits there and doesn't do anything.

      Is there any kind of commandcaps, category, some kind of logic that needs to be hooked to make the defenses work with eachother better?

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      • DeribusD Offline
        Deribus Global Moderator
        last edited by Deribus

        Might have something to do with one of these changes?
        https://github.com/FAForever/fa/pull/5528
        https://github.com/FAForever/fa/pull/5518

        More specifically that these changes may not have been extended to Nomads.

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        • T Offline
          TankenAbard
          last edited by

          I think this tells me exactly what I need to do. The issue being, the weapon fire and disable times are done in the .lua of the projectiles.lua and not the .bp of the unit. I think I can fix this by putting a line like unit:SetWeaponEnabled(false), though I'm unsure if that's correct.

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          • N Offline
            Nomander
            last edited by

            Try using DisableWhileReloading = true in the weapon blueprint, this is what we do with FAF gun TMD. The issue you describe seems to be that 4 TMD fire, the 5th missile gets locked on to by a reloading TMD out of the first 4, and missiles can only have a number of shooters equal to their HP, so that lockon makes the 5th TMD ignore the missile as its shooter cap is filled.

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