That shiny mod that vilifies the use of bloom and edgy lighting since 2010.

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Report RSS Rocket Artillery Firing-Angle System Demonstration
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Punished_Sato
Punished_Sato

dat fps drop.

wonder if it even worst on mine. lel. Nevertheless, love how you implemented this system tho

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Machine-Reaper
Machine-Reaper

so what exactly it should mean...is that low angle fire equals "Right in the face"...and high angle equals"Don't care what goes where"...

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VectorIV Author
VectorIV

Exactly :P

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Machine-Reaper
Machine-Reaper

hmm...despite...I'll just lobe nuke shells...brighter then the sun!...* v *

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Defcon6
Defcon6

Maybe if you could find a way to optimize the heat shake effect you could fix the massive fps drop people seem to be having. It seems to be used in combination with other effects.

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VectorIV Author
VectorIV

You could easily turn off the heat effect if you want :P

The real deal here is that my screen in the video renders everything in the map (which is many) and I'm on full effects (which drains a lot of memory).

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ÐetroyT[RU]
ÐetroyT[RU]

SAGE engine lags(

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Kabal_M11K
Kabal_M11K

Ðetroy ??

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moddb_dev
moddb_dev

Lag.everytime lag!

I think this mod unplayable on multiplayer.

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Description

Don't mind the lag in the video. This happens when there's a large number of objects on a map which in this case, there is.

Basically, this is a system which allows the player to fire rocket artillery at different angle. In this case, specified as low and high angle.

Why exactly do you need this system? You need it because low angle firing can cause a collision when there's a building in front of your artillery and it sucks for that to happen. That's when high angle firing comes in handy especially in multiplayer games.

Detailed points of the video:
-Low angle firing allows the fired rocket(s) to reach its destination faster while collision is likely to occurs. This mode has further range.
-High angle firing makes the fired rocket(s) to reach its destination slow and less effective in term of impact damage infliction but safer in return. This mode has shorter range.
-Scud Launcher can switch between explosive and toxic warhead, if available, at will with the time as same as its weapon reload time.
-This system allows me to code the Scud warhead changing thingy system to any vehicles. This could mean various warhead for tank shells or even infantries? Who knows what might be done in the future :P
-New optimized effects for variety of explosions which will be shown later on.
-It's unclear that AI is smart enough to use this system or not.