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17 Jun 2019, 00:00:00 (PRT)
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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2019-06-11, 21:54   #61
Default Re: State of AA

Last post,it came to my Incorrect conclusion.So I edited that post.The rocket does not continue the path(plane,flares...),it disappears in an explosion.So I apologize to everyone
From that video it looked like that,but with new video everything looks different.

-In my video i change this code:
ObjectTemplate.detonation.detonateDistanceToTarget 50
ObjectTemplate.detonation.detonateDistanceToTarget 200

The plane is hit by stinger_missile ,in which only this code line was changed.

Video 1:

Video 2:

P.S-in this video I used,modification of decoy_flare_projectile_jet
ObjectTemplate.drag 20
ObjectTemplate.gravityModifier 0.2
ObjectTemplate.minDamage 0.5
for longer residue in the air of flares,reducing gravity.


There's no real flame on your screen, it's just magic

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Old 2019-06-14, 07:11   #62

DogACTUAL's Avatar
Default Re: State of AA

Give up. Nobody here cares other than you and me.

Not only did the DEVs totally throw off the CAS/AA balance and make TOWs useless against tanks, no that was not enough. They also had to introduce their most controversial change yet, a 16 character limit on player names.
''Mats literally does not give a single fuck what you, me or everybody else thinks the game should be like. He doesn't care if you, me or everybody else plays the game even.'' - Frontliner
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Old 2019-06-14, 08:40   #63

PBAsydney's Avatar
Default Re: State of AA

Just gotta wait for planes in PR WWII, no more broken missiles, only gun skillz.

Windows servers have better hitreg than Linux servers
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Old 2019-06-14, 21:32   #64
Supporting Member
PR Server License Administrator
Default Re: State of AA

I think things got fucked when the AA was changed to hit the ground once it "miss" the target. Before it was always going up to thre sky after missing the target...

So sei que nada sei.
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Last edited by Danesh_italiano; 2019-06-14 at 21:59..
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Old 2019-06-15, 16:13   #65
PR:BF2 Developer
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Rhino's Avatar
Default Re: State of AA

Originally Posted by Danesh_italiano View Post
I think things got fucked when the AA was changed to hit the ground once it "miss" the target. Before it was always going up to thre sky after missing the target...
Ye, that would be something worth reverting back to I feel too, would make it far harder to no-lock fire on a target too as you would need to basically dive to the ground for the arc of the missile's flight to be in the right direction. Also with the missile arcing downwards after missing its first target, it is more likely to target low flying choppers that were originally out of its target view.

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Last edited by Rhino; 2019-06-15 at 16:46..
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Old Yesterday, 04:43   #66
PR:BF2 Developer
Supporting Member

Arab's Avatar
Default Re: State of AA

We do acknowledge that this is a problem, and yes we can consider reverting the system though I would prefer to look at other options to fix it without undoing the work of others.

I've applied the following tweak to v1.6:

Basically added this to both decoy_flare_projectile and decoy_flare_projectile_jet:
rem ---BeginComp:DefaultFollowComp ---
rem May help with missiles not hitting these (Not sure)
ObjectTemplate.createComponent DefaultFollowComp
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
rem Fixes flares not detonating sometimes against missiles
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
ObjectTemplate.penetrate.allowLiquidPenetration 0
rem ---EndComp ---
ObjectTemplate.armingDelay 0.05
rem Might help with above
Test against bots in Test Airfield shows that flares detonate when missiles hit them but it still doesn't fix missiles going to the Jets and ignoring the flares popped out when the crosshair is aimed at the jets.

For redirect issues, also testing this:
rem ---BeginComp:SeekClosestTargetComp ---
ObjectTemplate.createComponent SeekClosestTargetComp TTHeat 0.1 30 3000 0.85 60
ObjectTemplate.setPosition 0/0/0
rem -------------------------------------
ObjectTemplate.addTemplate e_flare_decoy
ObjectTemplate.addTemplate HeatObject_flare
ObjectTemplate.setPosition -20/0/0
ObjectTemplate.addTemplate HeatObject_flare
ObjectTemplate.setPosition 20/0/0
ObjectTemplate.addTemplate HeatObject_flare
ObjectTemplate.setPosition 0/20/0
ObjectTemplate.addTemplate HeatObject_flare
ObjectTemplate.setPosition 0/-20/0
ObjectTemplate.addTemplate HeatObject_flare
ObjectTemplate.setPosition 0/0/20
ObjectTemplate.addTemplate HeatObject_flare
ObjectTemplate.setPosition 0/0/-20
rem -------------------------------------
objectTemplate.armingDelay 0
So basically, adding multiple HeatObject flares to each flare will in theory fix flares doing little.
The seek component may be useless since flares are receiving the missiles, not aiming at the missile but I thought I'd test multiple solutions and disable codes that don't.

Testing this against bots, I was able to lock onto the aircraft and the missiles hit the flares nearly all the time.

When locked against the jets, when the bot pilot deployed a flare around 100m away, the missile hit the flare but when the bot deployed it too late it destroyed the jets.

Anyways feel free to test this

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Last edited by Arab; Yesterday at 05:29..
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Old Yesterday, 09:22   #67
PR Server License Administrator

CAS_ual_TY's Avatar
Default Re: State of AA

Sounds promising.

But when you talk about the missile exploding at the flare, you also mean that this invisible "ghost missile" does not exist anymore which kills the jet anyways?

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