Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: pansarskott on April 08, 2014, 05:59:14 am
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Hi, made a search about it but found nothing.
Made a new Heavy torpedo for the shivans (stolen the model from diaspora mod). The weapon works fine without any error meassages but instead of impacting on the target, it passes trough and continues, doing no damage...the dinky-explosion when I destroy it does not work either, nor does cap-ship try to target it whit their flak guns.
;Single Fire Shivan Heavy Torpedo
$Name: Shivan Heavy Torpedo
$Tech Model: Cyl_Wep_Heavy_Torpt.pof
$Model File: Cyl_Wep_Heavy_Torpt.pof
$POF target LOD: 0
$Detail distance: (0, 50, 140)
$External Model File: Cyl_Wep_Heavy_Torpt.pof
$Mass: 20.0
$Velocity: 250.0
$Fire Wait: 40.0
$Damage: 8000
$Arm radius: 180
$Blast Force: 95.0
$Inner Radius: 20.0
$Outer Radius: 45.0
$Armor Factor: 1.0
$Subsystem Factor: 0.5
$Lifetime: 200.0
$Energy Consumed: 0.0
$Cargo Size: 2.5
$Homing: YES
+Type: ASPECT
+Turn Time: 5.0
+Min Lock Time: 5.5
+Lock Pixels/Sec: 50
+Catch-up Pixels/Sec: 70
+Catch-up Penalty: 10
$Free Flight Time: 0.75
$LaunchSnd: 171
$ImpactSnd: 83
$FlyBySnd: 169
$Rearm Rate: 2.0
+Weapon Range: 10000
+Weapon Min Range: 550
$Flags: ( "bomb" "Huge" "No Dumbfire" "corkscrew"
"no radius doubling" "Supercap" "takes blast damage"
"takes shockwave damage" "same turret cooldown" )
$Trail:
+Start Width: 5.0
+End Width: 20.25
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 15.0
+Bitmap: MissileTrail04
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 35.0
$Dinky impact explosion: ExpMissileHit1
$Dinky impact Explosion Radius: 10.0
$Corkscrew:
+Num Fired: 1
+Radius: 1.5
+Fire Delay: 0
+Counter rotate: 1
+Twist: 1.0
$Weapon Hitpoints: 135
$Thruster Flame Effect: Thruster_Cyl_Missile
$Thruster Glow Effect: Missile_Cyl_Glow
$Score: 2
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without checking the wiki, I would suggest experimenting with the following values
$Arm radius: 180
$Free Flight Time: 0.75
+Weapon Min Range: 550
basically look at removing them in different combinations and changing their values to see if there is any change and report back.
If there are any issues caused by the combinations then SCP might want to look at the code to see if it can be prevented in the future.
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Ok thanks, l'll try that when I get home from work.
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Ok.. I've tried all the combinations I can think off...removinga all..changinge the values very high to very low..but I get the same results, the weapon passes through the target and continues...and is not targeted by frendly fighters or cap-ships.
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Can you prepare a testcase? Like a single mission with some simple instructions how to trigger the bug as well as little to no additional content over the bugged weapon, which all in all would trigger the bug at reliable rate?
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I would like to do that but as I have many custom models, effects and sounds in this mod, I don't see how this would be easy for you unless I upload the whole mod...
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Ok..this is what I have done:
I've removed anything in the weapons table that requiers custom models, effect etc.. You kan copy-paste the table into your'e weapons table and then give the weapon to any Shiva capitalship in the ships table. Then just test it in a singel mission that features that ship.
I tested by changing my custom weapon for the Cyclops and that works fine..but everytime I try my custom weapon, the ship fires it at other cap-ships but its not targeted, and just continues and passing through like the ship wasent there...
nyway..here's the table:
;Single Fire Shivan Heavy Torpedo
$Name: Shivan Heavy Torpedo
$Tech Model: Tsunami.pof
$Model File: Tsunami.pof
$POF target LOD: 0
$Detail distance: (0, 50, 140)
$External Model File: Tsunami.pof
$Mass: 20.0
$Velocity: 250.0
$Fire Wait: 40.0
$Damage: 8000
$Blast Force: 1000.0
$Inner Radius: 100.0
$Outer Radius: 200.0
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor: 0.5
$Lifetime: 200.0
$Energy Consumed: 0.0
$Cargo Size: 15.0
$Homing: YES
+Type: ASPECT
+Turn Time: 5.0
+Min Lock Time: 5.5
+Lock Pixels/Sec: 50
+Catch-up Pixels/Sec: 70
+Catch-up Penalty: 10
$LaunchSnd: 171
$ImpactSnd: 83
$FlyBySnd: 169
$Rearm Rate: 0.05
$Flags: ( "bomb" "Huge" "No Dumbfire" "corkscrew" "Supercap" "big ship" )
$Trail:
+Start Width: 5.0
+End Width: 20.25
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 15.0
+Bitmap: MissileTrail04
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 35.0
$Dinky impact explosion: ExpMissileHit1
$Dinky impact Explosion Radius: 10.0
$Corkscrew:
+Num Fired: 1
+Radius: 1.5
+Fire Delay: 0
+Counter rotate: 1
+Twist: 1.0
$Weapon Hitpoints: 135