Author Topic: Issues with Shivan missile turrets  (Read 2827 times)

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Re: Issues with Shivan missile turrets
Yikes...I didn't anticipate this many replies after just one day  :lol:

Anyway, without further ado, I present the new Shivan flaks:

Code: [Select]
$Name: Shivan Heavy Flak
$Model File: S_Rockeye.pof
$Mass: 2.0
$Velocity: 400.0
$Fire Wait: 1.3
$Damage: 60 ;; damage applied when within inner radius
$Blast Force: 50.0
$Inner Radius: 1.0 ;; radius at which damage is full
$Outer Radius: 30.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.2
$Lifetime: 2.5
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
    ;; the following indented fields are only required when $Homing is YES
    +Type: HEAT ;; Legal: HEAT, ASPECT
    +Turn Time: 1.4
    +View Cone: 70.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 255 ;; The sound it makes when fired
$ImpactSnd: 254 ;; The sound it makes when it hits something
$Flags: ( "big ship" "flak" "particle spew" ) ;;
$Trail: ;; Trail cannot be set if Exhaust is set
    +Start Width: 0.5 ;; Width of trail nearest missile
    +End Width: 1 ;; Width of trail before it "evaporates"
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 0.15 ;; how many seconds before trail disappears
    +Bitmap: missile4 ;; Bitmap used to draw trail
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
$Muzzleflash: Rmuzzle
$Pspew:
+Count: 1
+Time: 1
+Vel: 0.7
+Radius: 0.33
+Life: 0.22
+Scale: 0.8
+Bitmap: EmdRed


$Name: Shivan Long Range Flak
$Model File: S_Rockeye.pof
$Mass: 2.0
$Velocity: 400.0
$Fire Wait: 1.5
$Damage: 40 ;; damage applied when within inner radius
$Blast Force: 50.0
$Inner Radius: 1.0 ;; radius at which damage is full
$Outer Radius: 30.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave. 0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.2
$Lifetime: 4.5
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
    ;; the following indented fields are only required when $Homing is YES
    +Type: HEAT ;; Legal: HEAT, ASPECT
    +Turn Time: 1.4
    +View Cone: 70.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 255 ;; The sound it makes when fired
$ImpactSnd: 254 ;; The sound it makes when it hits something
$Flags: ( "big ship" "flak" "particle spew" ) ;;
$Trail: ;; Trail cannot be set if Exhaust is set
    +Start Width: 0.5 ;; Width of trail nearest missile
    +End Width: 1 ;; Width of trail before it "evaporates"
    +Start Alpha: 1.0
    +End Alpha: 0.0
    +Max Life: 0.15 ;; how many seconds before trail disappears
    +Bitmap: missile4 ;; Bitmap used to draw trail
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0
$Muzzleflash: Rmuzzle
$Pspew:
+Count: 1
+Time: 1
+Vel: 0.7
+Radius: 0.33
+Life: 0.22
+Scale: 0.8
+Bitmap: EmdRed

These are secondary weapons. Also, they look much, much less like conventional flaks - they're more like guided plasma torpedoes. Played on medium difficulty, the long-range variant is annoying, and the heavy variant can pose a decent threat to bombers. Fortunately, they are not very difficult to avoid, and they will only do maximum damage on a direct hit.
:divedivedive: <--- This needs to be a smiley.
Developer of the Singularity campaign/mod (WIP)
I call dibs on developing a Capella Barbecue Theory campaign.