Nexus Modding > Scripting
Kamikazes in Nexus?!?!
The_Small_Time_Modder:
I forgot to mention this...
i was messing around with the tacticstypes.ini (PROPERLY) for the skirmisher at normal settings, if you set the type to 4 for any weapon thats equipped on a certain ship, the ship literally goes flying at the target!
could it be possible to make a kamikaze move after this? ???
Mularac:
We're implemented it in the stargate mod. But it's not very convincing... the ship moves wildly and withouth control...
The_Small_Time_Modder:
Maybe there is away to reduce the wild spinning factor? i think if we made a machine for this it could be really good for fighter craft, if we make it so that they will ONLY do it on low health, and if the enemy ship's shields are down.
i think the deleteship code would be implemented in the machine, as well as a few things from the skirmisher generated default_ai.mach's that it creates for each mission you create.
Mularac:
On a fighter it could be done easily. The spinning factor will much less noticed there (and no, you can't reduce it). Just add it as a weapon the fighter (let's say fighters and gunboats, not bombers, they're too big and slow to be kamikases). So, with that weapon added the secondary weapon option for the fighter will be enabled, and when you click that and on a target the kamikase weapon will be activated and the fighter will collide with the target.
The_Small_Time_Modder:
Nice going mularac! ;)
I was right, you ARE a genius when it comes to coding for this game...
Anyway, just to clarify some things, how much damage do you think this should inflict? and could an impact effect be added to this? (such as the plasma gun's impact effect?)
Navigation
[0] Message Index
[#] Next page
Go to full version