Nexus Modding > Scripting

Ship bounds penetration events?

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jstubbles:
Thanks Mularac - I'll give that a shot. If I have issues I'll point our scripter here. I really don't understand this stuff myself.

**edit
Okay, so this does work to some extent, but there are still issues. We'd have to play it like 2-3 times at least, to clear the missiles out. It plays right when the ship starts to explode, but exploding takes like 4-5 seconds. During that time, more and more missiles are still coming out, flying away from the explosion, then converging into a single cluster again.

Also, won't this kill vipers and raiders as well?

One more thing I hate about "missiles" - they fire in the direction the ship is moving! SO STUPID. So when a basestar is moving away from a battlestar, the missiles fire in front of the basestar, turn (the engines turn off while doing so, dumb!) THEN then retarget the battlestar and go after it. GRRRRRrrrrrr >_<

Lt.Brandon:

--- Quote from: jstubbles on August 04, 2011, 07:01:05 ---
Also, won't this kill vipers and raiders as well?


--- End quote ---

Yeah it'll blow up anything launched like a missile or fighter.

Mularac:

--- Quote ---Also, won't this kill vipers and raiders as well?

--- End quote ---

Actually... no it won't.
But yes, you are right.

Also, for what is worth, the missile effect and code in nexus is meant for torpedoes, intelligent autolock crafts that have a level of maneurability.
I'll try and think of something better.

jstubbles:
I'm not sure there will be much of a solution to the problem. Without the source code it's just too restricting on things we want to achieve. We'll just have to deal with it.

Arparso:
Yeah, I sadly agree.

Nexus' engine does what it's intended to do pretty well, but extending or modifying some core behaviour is very tricky if not downright impossible at times. :(

Don't see any alternative, though, except even older games like Homeworld 2. Well, unless you like having to code your very own space strategy game with UDK, Unity or whatever...

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