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Fix: China Battlemaster Paradrop is choppy and crowded (#1825)
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xezon authored Apr 15, 2023
1 parent 44960c6 commit b0af343
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Showing 6 changed files with 175 additions and 31 deletions.
Original file line number Diff line number Diff line change
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---
date: 2023-04-09

title: Fixes drop location of China Battlemaster Paradrop

changes:
- fix: The China Battlemaster Paradrop no longer drops its tanks too far infront the selected drop location.
- fix: The China Battlemaster Paradrop no longer drops its tanks close to each other.

labels:
- bug
- china
- minor
- v1.0

links:
- https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1780
- https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1825

authors:
- RedMeow2
- xezon
19 changes: 0 additions & 19 deletions Patch104pZH/Design/Changes/v1.0/1780_tank_paradrop_power.yaml

This file was deleted.

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---
date: 2023-04-09

title: Fixes choppy physics of China Battlemaster Paradrop

changes:
- fix: The China Battlemaster Paradrop parachutes now move and animate a bit more natural. The paradrop movement looks gentle.

labels:
- china
- design
- minor
- v1.0

links:
- https://github.com/TheSuperHackers/GeneralsGamePatch/pull/1825

authors:
- xezon
29 changes: 29 additions & 0 deletions Patch104pZH/GameFilesEdited/Data/INI/Locomotor.ini
Original file line number Diff line number Diff line change
Expand Up @@ -2718,6 +2718,35 @@ Locomotor FreeFallLocomotor
AirborneTargetingHeight = 30
End

;------------------------------------------------------------------------------
; Patch104p @feature xezon 09/04/2023 A copy of FreeFallLocomotor.
; Optimized for smooth parachute drops.
;------------------------------------------------------------------------------
Locomotor SmoothFreeFallLocomotor
Surfaces = AIR
Speed = 0 ; in dist/sec
SpeedDamaged = 0 ; in dist/sec
TurnRate = 0 ; in degrees/sec
TurnRateDamaged = 0 ; in degrees/sec
Acceleration = 0 ; in dist/(sec^2)
AccelerationDamaged = 0 ; in dist/(sec^2)
Lift = 0 ; in dist/(sec^2)
LiftDamaged = 0 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
PreferredHeight = -1 ; nonzero, so we go as low as possible
SpeedLimitZ = 999999 ; max speed we want to try to fall
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
Appearance = HOVER
PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
Apply2DFrictionWhenAirborne = No
AirborneTargetingHeight = 30
End

;------------------------------------------------------------------------------
Locomotor CrateFreeFallLocomotor
Surfaces = AIR
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84 changes: 84 additions & 0 deletions Patch104pZH/GameFilesEdited/Data/INI/Object/AmericaMiscUnit.ini
Original file line number Diff line number Diff line change
Expand Up @@ -1376,6 +1376,90 @@ End



;------------------------------------------------------------------------------
; Patch104p @feature xezon 09/04/2023 A copy of LargeParachute.
; Optimized for Payloads that have ParachuteDirectly disabled.
;------------------------------------------------------------------------------
Object SmoothLargeParachute

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = PMparacht_SKNc
Animation = PMparacht_SKL.PMparacht_FAL
AnimationMode = LOOP
End
ConditionState = PARACHUTING
Model = PMparacht_SKNc
Animation = PMparacht_SKL.PMparacht_OPN
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.0 2.0
End
ConditionState = RUBBLE
Model = PMparacht_SKNc
Animation = PMparacht_SKL.PMparacht_DRP
AnimationMode = ONCE
End
ConditionState = RUBBLE PARACHUTING
Model = PMparacht_SKNc
Animation = PMparacht_SKL.PMparacht_DRP
AnimationMode = ONCE
End
End

; ***DESIGN parameters ***
EditorSorting = SYSTEM
TransportSlotCount = 10
VisionRange = 300.0
ShroudClearingRange = 300
IsTrainable = No
KindOf = PRELOAD PARACHUTE UNATTACKABLE

; *** ENGINEERING Parameters ***
Behavior = AIUpdateInterface ModuleTag_02
; nothing
End

Locomotor = SET_FREEFALL SmoothFreeFallLocomotor
Locomotor = SET_NORMAL ParachuteLocomotor

Body = ActiveBody ModuleTag_03
MaxHealth = 100000.0
InitialHealth = 100000.0
End

Behavior = PhysicsBehavior ModuleTag_04
Mass = 5.0
End

Behavior = ParachuteContain ModuleTag_05
PitchRateMax = 60 ; deg/sec
RollRateMax = 60 ; deg/sec
LowAltitudeDamping = 0.2 ; how much to damp swaying when we get "close" to the ground
ParachuteOpenDist = 25.0 ; how far we have to fall 'till we open our 'chute
AllowInsideKindOf = INFANTRY VEHICLE PARACHUTABLE
ParachuteOpenSound = ParachuteOpen
End

Behavior = SlowDeathBehavior ModuleTag_06
SinkDelay = 1000
SinkRate = 1 ; in Dist/Sec
DestructionDelay = 4000
End

RadarPriority = NOT_ON_RADAR
Geometry = CYLINDER
GeometryMajorRadius = 15.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME

End





;------------------------------------------------------------------------------
Object AmericaVehicleBattleShipReal
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33 changes: 21 additions & 12 deletions Patch104pZH/GameFilesEdited/Data/INI/ObjectCreationList.ini
Original file line number Diff line number Diff line change
Expand Up @@ -9050,6 +9050,9 @@ End


; -----------------------------------------------------------------------------
; Patch104p @fix RedMeow2 21/03/2023 Changes PreOpenDistance from 300 to drop tanks at proper target location.
; Patch104p @fix xezon 09/04/2023 Changes PutInContainer from LargeParachute to throw the payload gently.
; Patch104p @fix xezon 09/04/2023 Changes DropDelay from 80 to throw the payload further apart.
; -----------------------------------------------------------------------------
ObjectCreationList Tank_SUPERWEAPON_TankParadrop1
DeliverPayload
Expand All @@ -9058,12 +9061,12 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop1
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 150 ; time in between each item dropped (if more than one)
DropDelay = 300 ; time in between each item dropped (if more than one)
ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
PutInContainer = LargeParachute
PutInContainer = SmoothLargeParachute
Payload = Tank_ChinaTankBattleMaster 1
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery ;Patch104p @tweak RedMeow2 21/03/2023 from 300. It was causing tanks to fall far behind.
PreOpenDistance = 120 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Expand All @@ -9079,6 +9082,9 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop1
End

; -----------------------------------------------------------------------------
; Patch104p @fix RedMeow2 21/03/2023 Changes PreOpenDistance from 300 to drop tanks at proper target location.
; Patch104p @fix xezon 09/04/2023 Changes PutInContainer from LargeParachute to throw the payload gently.
; Patch104p @fix xezon 09/04/2023 Changes DropDelay from 80 to throw the payload further apart.
; -----------------------------------------------------------------------------
ObjectCreationList Tank_SUPERWEAPON_TankParadrop2
DeliverPayload
Expand All @@ -9087,12 +9093,12 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop2
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
DropDelay = 300 ; time in between each item dropped (if more than one)
ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
PutInContainer = LargeParachute
PutInContainer = SmoothLargeParachute
Payload = Tank_ChinaTankBattleMaster 2
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery ;Patch104p @tweak RedMeow2 21/03/2023 from 300. It was causing tanks to fall far behind.
PreOpenDistance = 140 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Expand All @@ -9108,6 +9114,9 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop2
End

; -----------------------------------------------------------------------------
; Patch104p @fix RedMeow2 21/03/2023 Changes PreOpenDistance from 300 to drop tanks at proper target location.
; Patch104p @fix xezon 09/04/2023 Changes PutInContainer from LargeParachute to throw the payload gently.
; Patch104p @fix xezon 09/04/2023 Changes DropDelay from 80 to throw the payload further apart.
; -----------------------------------------------------------------------------
ObjectCreationList Tank_SUPERWEAPON_TankParadrop3
DeliverPayload
Expand All @@ -9116,12 +9125,12 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop3
StartAtMaxSpeed = Yes
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
DropDelay = 300 ; time in between each item dropped (if more than one)
ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
PutInContainer = LargeParachute
PutInContainer = SmoothLargeParachute
Payload = Tank_ChinaTankBattleMaster 2
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 100 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery ;Patch104p @tweak RedMeow2 21/03/2023 from 300. It was causing tanks to fall far behind.
PreOpenDistance = 140 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Expand All @@ -9140,12 +9149,12 @@ ObjectCreationList Tank_SUPERWEAPON_TankParadrop3
StartAtMaxSpeed = No
MaxAttempts = 4
DropOffset = X:0 Y:0 Z:-10
DropDelay = 80 ; time in between each item dropped (if more than one)
DropDelay = 300 ; time in between each item dropped (if more than one)
ParachuteDirectly = No ; will tell all contained parachutes to go ahead and bunch
PutInContainer = LargeParachute
PutInContainer = SmoothLargeParachute
Payload = Tank_ChinaTankBattleMaster 2
DeliveryDistance = 0 ;when outbound vehicle must be this close to target to continue delivery
PreOpenDistance = 300 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
PreOpenDistance = 140 ;When inbound, vehicle can be this much farther than DeliveryDistance to begin delivery
DeliveryDecalRadius = 50
DeliveryDecal
Texture = SCCParadrop_USA
Expand Down

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