Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starbug on November 10, 2007, 03:24:16 pm

Title: Capship missile question
Post by: starbug on November 10, 2007, 03:24:16 pm
I am trying to make a new anti-cap weapon a torpedo, but i want to try and make it a vertical take off weapon best exmaples i can think of are the torpedos from the Vagyr battlecruiser from HW2 or the nukes of the Odyessy from SG1, i have a working weapon that fires from the sides of a capship but if it is mounted on the top were i want the torps to be (kinda like a sub with surface missiles) it won't lock on and fire. Here is what i have so far, is there anything i need to add to make the vertical take off bit work

$Name:                AntiCap torp
$Model File:                    nemesis2lg.pof
$Mass:                                  100.0
$Velocity:                              150.0
$Fire Wait:                             30.0
$Damage:                                5000                                             
$Blast Force:                   100.0
$Inner Radius:                  50.0                                     
$Outer Radius:                  120.0                                   
$Shockwave Speed:               40                                               
$Armor Factor:                  1.0
$Shield Factor:         1.0
$Subsystem Factor:      1.0
$Lifetime:                              40.0
$Energy Consumed:               0.0                                     
$Cargo Size:                     25.0                                   
$Homing:                         YES
   +Type:                           ASPECT       
   +Turn Time:                      4.5
   +View Cone:                      360.0                                 
$Swarm:                          1
$Free Flight Time:               4
$LaunchSnd:                      96
$ImpactSnd:                      88
$FlyBySnd:                       -1
$Rearm Rate:                     0.05
$Flags:                          ( "Bomb" "Huge" "Big Ship" "fire down normals")                       
$Trail:                                                                             
   +Start Width:            5.0                                           
   +End Width:            2.75                                           
   +Start Alpha:      0.5
   +End Alpha:      0.0
   +Max Life:                          5.5                                             ;; how many seconds before trail disappears
   +Bitmap:                               abtrail               ;; Bitmap used to draw trail
$Icon:                                  iconmissile08
$Anim:                                  LoadMissile06
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius:               55.0
Title: Re: Capship missile question
Post by: TrashMan on November 10, 2007, 06:49:05 pm
switch type to HEAT
Title: Re: Capship missile question
Post by: starbug on November 11, 2007, 11:51:03 am
Aaah! cheers i'll try that.