Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: esarai on September 11, 2010, 01:32:16 am
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Hey SCP, just recently I embarked on a quest to make a ship that spewed out MIRV weapons. This necessitated the use of the $Detonation Range: field, but led to an unintended side effect, whenever the missile has aspect lock and is within about 20 m of a nearby ship or launching AI ship, it asplodes. This is quite problematic as having a payload of nukes go off inside your armor plating is a recipe for super-fried crewmen ready to serve in about 5 seconds. That'd wreck anyone's day. Thus comes my request: A field that defines how far a missile must fly before it is capable of going kaboom. And I don't mean the difference between armed an unarmed. I mean a portion of time or a specific range of flight where the missile absolutely cannot go off, dinky explosion or otherwise.
So how about it? Does this sound possible?
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Isn't that $Detonation Radius?
Anyway, what if you make another missile that uses the other one (other flag, whichever that is)? So you fire an "unarmed" MIRV set to detonate 100m from the firing point. It has no explosion and spawns a single "armed" MIRV with "inherit parent target" and set to detonate 20m from the target. It would still explode if it actually hit something before arming, but I can't think of another sensible behavior in that case. Does that do what you want?
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How did the Hydra in WiH work? It was a MIRV weapon.
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Isn't that $Detonation Radius?
Anyway, what if you make another missile that uses the other one (other flag, whichever that is)? So you fire an "unarmed" MIRV set to detonate 100m from the firing point. It has no explosion and spawns a single "armed" MIRV with "inherit parent target" and set to detonate 20m from the target. It would still explode if it actually hit something before arming, but I can't think of another sensible behavior in that case. Does that do what you want?
No, it's not $detonation radius, detonation radius determines how far from target it explodes. You're thinking of detonation range, which is how far from the launcher it detonates. I don't want it to detonate a set distance from the launcher, I just want it to be able to detonate at the set range from target without blowing up inside the launcher, and I wanted to have a field that gives it a portion of flight where it absolutely will not detonate, regardless of something running into it, it thinking it's within range, anything.
What I've done so far is simply remove detonation range and set the inner radius to 800 m.
Also, your suggestion would probably work, though it'd take up more weapon slots. Also, for some strange-ass reason, I have a delay of 3 seconds on this missile's swarm settings, and it launches much faster.
I'll take a look at the Hydra, and hopefully modify it to fulfill my purposes.
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So I looked at the hydra, hell, I even mounted Hydras on this ship, and nothing, still had the same effects. So, from what I've looked at, there appear to be two things going wrong here: both $Detonation Radius and $Corkscrew cause strange behavior. Whenever $Detonation Radius is removed from the missile tables, the missiles work, so something in it causes premature detonation. The $corkscrew +Fire Delay field appears to be broken as well because the missiles are shot out almost instantaneously one after the other, not on the 3000 ms intervals I have defined.
So I guess this thread changes from "Feature Request" to "Bug Fix Request." I'll mantis this.
There: http://scp.indiegames.us/mantis/view.php?id=2309