#They go brrrrr
1 messages · Page 1 of 1 (latest)
what if you shoot at a position based on target velocity X ms into the future factoring in velocity of the bullets?
thats the next step.
*Also:
*"Phalanx Ciws" (https://skfb.ly/ooRtH) by MR.KIJIMA is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). *
- getting the aim point from perceivable comp to not shoot at the feet
true, alternatively bounding box center
ohh true
vector.Lerp(mins, maxs, 0.5)
vanilla prefabs all have the first aim point in the center. But cant use that for other mods
maybe perceivable component is the way to go as you could make it ignore everything that is not perceivable?
so bounding box is a good option
but doing FindComponent when seeking targets is not what I would call efficient 😦
only need to do that once for new targets
maybe better off modding character and vehicle class and just doing some init where you'd store all the potential targeting information
I guess bounding box center is a good start
in any case excited to see this progress because aircraft pilots need a reminder how fragile aircraft is
once you get the prediction working maybe it could shoot down RPG rockets hehe
had my volume down when first playing this video and it sounded super farty
same sound as the big turret :p
use it to shoot down projectiles fired by my bomber zombies 
I wonder if those blobs would even collide with bullets, or rockets in general
rockets have colliders I think so maybe
idk if this is even something you'd be interested in but if it helps inside bacon photo props there is an emitter that fires slow moving rpg7 rockets
Here with the ak sound file 😄
Its on the list
ill just shoot counter rockets
iron dome
Bounding box center ✅

looks great so far
so for predicting path you'd do something like aimPosition = targetPosition + (targetVelocity * distance/projectileSpeed)?
for a shitty leading implementation
In warno I used a CIWS system against zombies
Bro got turned to red mist 😭
is this 100% scripting or is it AI driven?
I'm wondering if making this an AI agent you could access AI ballistic tables and use the aiming features that have leading built in
Somebody used AI before but it didn’t work too well
It had a low range and was extremely inaccurate
you probably mean something like an AI gunner inside the turret which is irrelevant
I mean making the turret entity itself an AI agent
Oh
Maybe idk
I can’t remember
I just know they used some sort of AI and it kind of sucked
it makes sense as AI characters in turrets is useless a lot of the time, but is not really related to what I am thinking about
I’m just confused on what difference it would make
other than it being completely different?
dont compare it to a character using a turret
your own AI agent can work the way you want it to work
100% black magic with math
no ai
I honestly dont think the effort on making this an AI agent is worth it
the chances of it being perfect vs useless are equally high
but through access to AI ballistic tables and aiming you can swap out munitions and it would Just Work™️
i can do that
otherwise I am not sure you can get the projectile velocity of the loaded round in script?
I see what he means
thats what the ai also uses to aim
oh ok great that should be sufficient
however this does not have leading so you'll have to add it on top
maybe you could do something like save time to 1000 meters in init and then you could use it to compute velocity for leading for every munition
idk
You also could* script in inaccuracy chance
no, you dont
You don’t?
I mean you can if you want, but you'd usually add some randomness to each bullet being fired anyway
Oh okay
otherwise they'd all fly the same trajectory
I mean if bon really wanted he could make it 100% accurate I guess lmfao
close
🫡
but thats with just 250 projectile speed
Yeah need to do that, no inaccuracy currently just straight aimbot 😄
Turn up the projectile speed to 1000
💀
dope, whats the formula you ended up using for leading?
this ^^
ez inaccuracy
really it was that simple?
idk I just used it and it kinda worked
maybe im not as bad at math as I think I am
I set projectilespeed to 250 to test but the longer you shoot the leading breaks
only when objects move away from the shooter?
I think air resistance might be screwing up my shitty formula
the bullet slows down over longer distances
the good news is at 1000m/s you might be able to be accurate at 4x the current distance
this looks like the code still thinking its 250
i hardcoded that
this with hardcoded 890 then?
when it breaks or slows down it is wrong hmm
making me want to try this but I'd have to invent the turret first
will make it public soon ^^
neat, I'd be interested in seeing debug shapes of target position, aiming position, and target velocity
stuff like that haha
I wanted to do this eventually anyways
how do you determine if its ready to fire? dot product or something?
im lerping to the target pos and if lerp is 1 go brrr
I think projectileSpeed or whatever needs to be smarter in the equation to factor in bullet drop over the distance and stuff
since distance to target of a round is not linear with air resistance
like the time doesnt scale linearly with distance
or rounds with no air resistance lol
just tried that but same problem
well precomputed ballistic table might still be using values computed with it
Looks like with lower DTime is hits better 
I tired different update times, frame and physics
make the spread big enough to hit it eventually
fair
on normal dtime yea
does aiming use EOnFrame?
I'm not sure if the misplaced bounding box/model stuff is the problem here though
wait i changed it in the config but my script always does frame 
interesting that it aims well in slowed simulation but not real time
I hope you are not being arma'd
Whats the point of the system points if you have to hardcode the time anyway ._.
in the system script you set the timeslice anyway
float timeSlice = GetWorld().GetPhysicsTimeSlice();
bc it doesnt give it to you like timeSlice on entity or component?
yea
I think I read somewhere that it is planned to have a way to define how often they iterate
but not implemented yet
but no inheritance for systems classes kills it for me
have object oriented language but u cant use it here because reasons

idk what I did but with physicstime it spawn 100000000 projectiles, crashed my game and wont open WB anymore 💀
I got arma'd
was fun while it lasted
rest in pepperoni
nvm whole WB is broken. Next game gg
So how’s it going
so how did u do target detection? just iterate over an array of all editable characters/vehicles?
or tag system
sphere cast
oh my
how large of a radius?
depends on what you set in the turret
looks like bounding box is just lagging behind
origin + aimpoint it is
perfect leading with origin 
Bounding box is probably set every frame
Get bounding box center once and add to origin as offset?
but if its exactly on the frame where to bounding box is offset?
and if I add offset might aswell use aimpoint
Yeah
How goes it
yes
yes….?
it do be going
Can’t wait to see bon
Not sure if the bullets actually collide with the rocket 
darn it wouldve been cool if they did
I could fake it and just explode the rocket after 1 sec of shooting at it :p
might have to since collisions would be not in sync anyway probably
yea that would be a nightmare to calculate the collision at these speeds
You could try adding one of the SCR_DamageManager components to the rocket
otherwise it might just be missing the collider it needs
yeah missing a FireGeo
You should make it shoot down the RHS cruise missile and f18 bombs
I don't think using physics collision to shoot down rockets is a good idea because it will desync
True
You could use a invisible collider beam instead of making each bullet have to collide
If that makes sense
Looks real 
hows it look in multiplayer?
nani
h-hes fast
are you still using sphere query? can I ask whats the performance like when you put this in a town or next to a forest?
It does eat like 60fps every query in a town 💀
on the upside it will prevent people from firing at you when you are next to it because it will take them 5 hours to aim with 1 fps
rip xbox ppl
ah no nevermind it would eat server fps only
but that lags players aswell
yeah ping becomes like 1000
Soo time to rework the targeting without spherecast
Im never gonna target buildings and trees / static stuff anyway
the way I "solved" it for my VTOL HUD was to iterate over all editable vehicles instead of doing a trace, but I don't have a good solution for finding projectiles.
@ruby turtle did you figure out your projectile detection stuff and could you possibly share how you ended up doing it?
I could override some comp on a missle and keep a list with all active ones
Actually yeah super simple, just new comp tracking every projectile if its shot
ye i use tagsystem to search for playerEntities or nades near the spawns, if player i subscribe to all SCR_MuzzleEffectComponent.OnFired event of all its weapons and just delete projectile when invoked (client side its looks like it doesnt work but server side it does)

Bacon why does your m4 have a hen### skin 💀
- wrong thread
- spam ping pls dial them down a bit
I’ll turn off ping but I replied once wdym spam want me to ask in your mod post then?
that'd be more on topic yeah
Do you have your own showcase thread?
no they dont and if you add it then everyone sees duplicate projectiles
That’s weird
Maybe rplprop the target ent, and shoot clientside? except rockets cause they have rpl comp
aiming signals are replicated anyway
mp is ready, I just forgot LoS. Hopefully raycasts are not that expensive
you can run them every second frame or so it should be sufficient
sweet
Can be spawned with GM? Can't find it
yea us and ussr. Search doesnt work , need to scroll a little to find it
But looks it its not working ingame but peer tool worked 
Fixed now 🙂
.

Looks like aiming is offset a little. So weird, cause its working find in WB + peer tool
Will look into it, thanks for testing 
The videos are singleplayer, I can try to ask a friend test it on a dedicated server
Does it have a minimum detection distance?
It seems that whenever there is a helicopter on the map with an enemy entity inside, it automatically detects it and starts firing, with no line of sight or distance limit apparently
In the first video you can see that it starts shooting without line of sight
In the video it started firing as soon as he placed an ai through it and there were multiple trees in between
LoS is fixed but not sure why it shoots in the wrong direction on dedicated 
Someone else had a cwis before and it did the same thing, the way you had to fix t was place it, take off and fly close enough to where it starts shooting, then go into GM and turn it until it hits the helicopter, then it would aim properly, but not always
I think it was done differently
It cause I didnt factor in the turrets current rotation
I forgor to test with a rotated one 
✅
will help with turrets that go on the bottom of a ship hull etc
How were you able to get these projectiles? Is that in editor only?
those look like debug line visualizations
Normal tracer ammo
or the rockets it shoots down? I just spawned them to test
The rockets. That was pretty cool🙌
I’m wondering now if it’s at all possible to turn those rockets into a placeable gm item so that the CWIS can have a larger threat to deal with.
Not tested but you can try https://reforger.armaplatform.com/workshop/5994AD5A9F33BE57-GameMasterFX 
Tried and it doesn’t sense them☝️😔
target finding is a bit bugged rn
All good. Mod’s great though🙌
Latest updates are on my discord (link in profile) ^^
🤙
game master fx has shells not rockets so prob not idk
does it differentiate between rockets fired by friendlies or not?
No. It does not.
so if I fire an RPG close by to the turret chances are it'll mow me down? sign me up
🗣️‼️
It targets anything based n ammo_rocket_Base
Is there a way to get the parent/entity the projectile was fired from? Then check if that entity’s faction is the same as the faction of the CIWS?
Don’t know how much overhead that would add if you only check each valid projectiles faction
technically yes
