Author Topic: Pahlanx CIWS  (Read 4738 times)

Ayyy sorry I'll stop.  That was out of turn.

OT:  Will the CIWS be automated or player-controlled?  Also, will it raycast so dealing with projectile limits won't be a problem?
« Last Edit: November 11, 2014, 03:07:25 PM by SWAT One »

Ayyy sorry I'll stop.  That was out of turn.

OT:  Will the CIWS be automated or player-controlled?  Also, will it raycast so dealing with projectile limits won't be a problem?
Me and Thorfin had an interesting idea. Having a automated CIWS that only engaged two vehicles. The two vehicles that would be engaged would be the A-10 Hellfire and possibly a ground launched cruise missile. Then there would also be a manual operated one to be controlled by the player against planes and stuff.

Hmmm.......

I like the idea of only engaging certain vehicles, but again, I reiterate the projectile limit issue—coupled with hundreds of thousands of bricks, this will not be good.

Personally, I don't like the idea of a manual CIWS (Phalanx, Goalkeeper, etc.) because it takes the fun out of having an automated turret.  I mean I suggested the railgun turret before, and if you don't want it, its fine, but using a manual railgun turret would be cool for shooting down vehicles if it had like a 5-10-second cooldown.

Additionally, something this server really needs is a radar event set that does the following:

Outputs:
SetRadarRadius
SetDetectSpeed:  Minimum speed for a vehicle to be traveling to trigger onRadarDetectNew
ReportCurrentResult:  Puts a shape name text (the stuff you'd see over a blocko's head), of the latest detection, saying "(name of vehicle's spawn brick) DETECTED at (Distance) at (Angle) traveling at (Speed)."
RadarBlip:  Scans the area within the spherical zone defined.
(Maybe) TargetObject:  Sets CIWS weapons by specified brick name to auto-target and intercept a specified object.
IfDetectedObject:  If an object that is detected matches a brick name that is included.

Inputs:
OnDetectNew:  When a new vehicle enters the radar zone.
OnDetect:  When an existing vehicle is in the radar zone.
OnObjectLost:  When an object goes out of range or is destroyed.
OnBlip:  When the area is scanned.
OnRadarTrue:  True conditional for IfDetectedObject.
OnRadarFalse:  False conditional for IfDetectedObject.
« Last Edit: November 12, 2014, 03:38:11 AM by SWAT One »

So you're telling me to make an event out of it to allow the user to set their radius size? As well as "onBlip" to be called when an area is scanned when the area will most likely be scanned ever 10-100 miliseconds? Events for the radar on a CIWS would be useless. It wont even track vehicles, so it's not a radar. It'll only look for missiles and shoot at them. Adding in the events will just create unnecessary processes for the server to check and handle.

There also should be max detect range wich you can edit in server settings. So people wont rape vehicles 20 km aways

So you're telling me to make an event out of it to allow the user to set their radius size? As well as "onBlip" to be called when an area is scanned when the area will most likely be scanned ever 10-100 miliseconds? Events for the radar on a CIWS would be useless. It wont even track vehicles, so it's not a radar. It'll only look for missiles and shoot at them. Adding in the events will just create unnecessary processes for the server to check and handle.
1). There would be a radius limit.  This would essentially be just beyond the visible horizon.
2). The radar works independently of the CIWS, but can tell the CIWS what to target.
3). As the name CIWS implies, it would only have a close effective range.  Using radar to track certain targets, like for instance, telling the radar to designate non-allied or friendly vehicles, then using the speed trigger to designate faster objects like missiles and planes, you can have a system that prioritizes targets.
4). Suppose the Blip event came with a limit that says that blips can only occur every 0.5-1 seconds at the least, and when it exceeds this limit, it cancels the player's event and warns the player.

Plus, just knowing that an unknown vehicle enters your radar is important, especially if vehicles enter in clusters.  Operating this in an ATC tower with alarms set up everywhere will allow for defenses to have a chance.
« Last Edit: November 12, 2014, 03:17:12 PM by SWAT One »

A radar is just too much. Trying to collect the data of where missiles/vehicles are in relative location to a center point is easy, but having to push that information to clients who have accepted a handshake for a client mod so that way you get to see a radar and "blips" is a little much, not to mention the sheer amount of players who will place one or more of such radars and or spam them. Obviously I could create a script to prevent the spam of them, but they may or may not cause latency/ghosting issues that the server already has with the method of tracking that the missiles currently use.

A radar is just too much. Trying to collect the data of where missiles/vehicles are in relative location to a center point is easy, but having to push that information to clients who have accepted a handshake for a client mod so that way you get to see a radar and "blips" is a little much, not to mention the sheer amount of players who will place one or more of such radars and or spam them. Obviously I could create a script to prevent the spam of them, but they may or may not cause latency/ghosting issues that the server already has with the method of tracking that the missiles currently use.
Oh goodness, no.  The radar information should go to bricks.  Perhaps have another output event that takes the information and interprets it into a series of chat messages of radar results?  If possible, it would be best to rely on no external sources like client mods- although the prospects of them can be neat, it would only mean that players who cared to download the mod would have an advantage.

Aside from that, well, perhaps the limit for the rate at which the radar pulse is sent out is determined by the number of objects within range, or by the total range in all.  Or perhaps scans occur through the event itself, using "StartScan" and "EndScan" events that automatically loop pulses at a predefined rate, or rate determined by some latency and playercount, if you prefer, thus canceling the use of relays.
« Last Edit: November 12, 2014, 06:22:39 PM by SWAT One »

I think it should work like gravity cats avenger turret.

Or if you really want a substitute for manual operation, a remote control could be of use.



Glass, can I donate to your PayPal if you will donate much of if to Gravity Cat, should he release that beast?

Glass, can I donate to your PayPal if you will donate much of if to Gravity Cat, should he release that beast?
I don't even know if he is releasing it.