Nexus Skirmisher
Nexus Modding => Mod Development / Released Mods => Topic started by: Arparso on February 07, 2011, 02:47:37
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Got a rather strange problem: I'm simply trying to limit the amount of missiles my bombers carry, because they're... well... rather strong. Now I did it the same way I did it for capital-ship-based missiles: on the missile launcher DEVICETYPE setting MaxCount to the desired amount of ammo and CountDec to 1. Still I only see one missile fired by each bomber and then nothing more...
Bug? Feature? Am I forgetting something?
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no, you need to specify it in the bomber's shipclass in the defDevices tab, when you're adding the weapon, like this:
#weaponConstant / number of projectiles
Example:
SHIPCLASS 142
Name "Squadron_F302"
Mesh "Tauri\F302"
GUIIcon "icons\f302"
ImpactEfx 1 0.05
FinalEfx 1 0.3
ChannelEfx 3 1
Civilization 3
Velocity 1600
RotVelFact 15000
RangeBehav 2 2
Behaviour 0
TargetType 2
SupportOutput 10
HPmax 12
Slots 39 39 31 ;
Slots 51 ;
Slots 61 71 ;
DefDevices #weap_f302Flak #weap_f302rocFlak/10 #weap_f302rocAD/10 #eng_F302 #supp_ecm #supp_boatWGen ;
Available
SHIPCLASS
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Ah, of course, stupid me.
Thx for the impromptu answer ;)
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No problem.
Looking forward the release of your mod, btw.
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Yeah, me too... I just want to get it out as soon as possible, but there always seems something to improve on ;)
Btw, making missile weapons sucks :P
You need to:
... create a missile SHIPCLASS
... create launch and explosion EFX
... create an engine DEVICETYPE
... create an engine EFX
... create a missile launcher DEVICETYPE
... add it to the desired SHIPTYPEs or fighter/bomber SHIPCLASSes in the right slot
... not to even mention creating the actual missile and launcher models and textures
And the worst of it all: if you're going to tinker with ANY of that (e.g. adjusting the EFX to look right), you'll need to restart the game each time. *sigh* getting rather tiresome really quick ::)
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Well, for bombers and fighters we found better that instead of having missiles per se, we would code an efx that would look like a missile launch, but in the end it's only a weapon effect.
Nexus handles missiles not as fast, intercept weapons but as heavy, long range siege guns, so they really weren't that good in fighters...
here's our "missile" code, if you want it:
EFX 197 // missile travel
FLARE
Type 5
Size 1000
Color 0.9 1 0.9
PulseFactor .5
FLARE
SNAKE
Texture 11
SRadius 45
ERadius 200
Color 0.9 1 0.9
ColorB 0.4 1 0.6
Additive
Attack .2
NodeSus .1
NodeDec 3
SNAKE
EFX
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Using this approach is still only a workaround, isn't it? Flak weapons won't be able to target particle-based "missiles".
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Yeah, I think so. Weapons usually only target actual in-game objects, not particles.
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the only thing I really hate about missiles right now is that they fly away from ships that are exploding, then fly back at the target after the ship has exploded. I can't seem to find a way to stop that.