Nexus Modding > Scripting

Scripting Issues

<< < (15/25) > >>

Mularac:
Got a small question, people: is it there a way to have a ship fire a missile and if that ship get's destroyed the missile won't (if it is still travelling to the target)?

Arparso:
Good question. Sadly I wouldn't know how to do that. :(

jstubbles:
On the subject of missiles, does anybody know if you can prevent missiles from flying away from ships that about to explode? When a ship is in it's "final time" phase, my missiles are flying away from it, then swoop back in on the next target, once the "danger" is gone.... so annoying.

jstubbles:
On top of my previous issue, I also seem to be having a problem when I use the same ship to battle between two different races. In this case, a cylon basestar. If I give civ_player a basestar and try to attack the basestar using the quick-combat buttons like "destroy hull" - nothing happens at all. I have to manually select and fire all weapons against the ship. Even then, it sometimes behaves irrationally, sometimes not firing at all even then.

Any ideas????

Mularac:
Not atm, sorry. But I'll look into it.
As we're on the subject of missiles, does anyone know if it's possible to get the absolute co-ordinates of the point of impact? (highly unlikely. But I just had to ask)

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version