Author Topic: Weird weapon problem...  (Read 1475 times)

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Offline Zarax

  • 210
Weird weapon problem...
I didn't post it on mantis as i'm not sure about it being a bug...
I made a slightly modified version of the infyrno missile (basically i added the homing data from the trebuchet and upped the range a bit), and put it on a fenris/leviathan turret (same behaviour with Hamano's ticonderoga, might affect some turret type).
The weird thing that happens is that the weapon is fired with a 90° displacement, meaning that a forward shot ends pointing below the ship...
Any ideas on what could cause it?
The Best is Yet to Come

 
Weird weapon problem...
Please post table entries on the ship, specific turret and specific weapon.
just another newbie without any modding, FREDding or real programming experience

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Offline Zarax

  • 210
Weird weapon problem...
Weapon Table:

$Name: Infyrno
+Title: XSTR("GTM-11 Infyrno", 3373)
+Description:
XSTR(
"Standard Issue
Area Effect
Fighter Suppression Weapon", 3374)
$end_multi_text
+Tech Title:             XSTR("GTM-11 Infyrno", 3375)
+Tech Anim:                Tech_GTM-11_Infyrno
+Tech Description:
XSTR(
"The GTM-11 Infyrno is an area-effect bomber suppression weapon, often empleyed to knock out incoming waved of slow moving bombers. Upon detonation, the Infyrno releases multiple submunitions that contain ultra high explosive charges. The Infyrno is detonated remotely by pressong the secondary weapon trigger a second time. A HUD indicator displays the distance from the warhead from the warhead to the firing ship. If the pilot triggers the detonation too early, he risks being caught in the Infyrno's extensive blat radius.", 3376)
$end_multi_text
$Model File:                     infyrno.pof
$Mass:                           20.0
$Velocity:                        280.0
$Fire Wait:                        3.0
$Damage:                        150                                       ;;
$Blast Force:                     500.0
$Inner Radius:                     30.0                                       ;;
$Outer Radius:                     100.0                                       ;;
;;$Shockwave Speed:                  55.0                                       ;;
$Shockwave Speed:                  0.0                                       ;;
$Armor Factor:                     1.0
$Shield Factor:                     0.75
$Subsystem Factor:                  1.5
$Lifetime:                        18.0
$Energy Consumed:                  0.0
$Cargo Size:                     10.0
$Homing: YES
+Type: ASPECT
+Turn Time: 0.8
+Min Lock Time: 2.0
+Lock Pixels/Sec: 70
+Catch-up Pixels/Sec:100
+Catch-up Penalty: 30   
$LaunchSnd: 93
$ImpactSnd: 101                                       ;; shockwave impact sound
$FlyBySnd: -1
$Rearm Rate:                           0.1
$Flags: ( "player allowed" "Spawn Cluster Bomb Baby, 18" "Bomb" )                        ;; Remote Detonate = another fire press detonates
$Trail: ;;
   +Start Width:                  0.25                                       ;;
   +End Width:                     0.75                                       ;;
   +Start Alpha:                  1.0
   +End Alpha:                     0.0
   +Max Life: 1.5 ;;
   +Bitmap:                     MissileTrail04                              ;; Bitmap used to draw trail
$Icon:                           iconInfyrno
$Anim:                           infyrno
$Impact Explosion:                  ExpMissileHit1
$Impact Explosion Radius:            10.0
$Spawn Angle: 40

The turret is the rotating one in the fenris class ships, but the problem also applies to leviathan and ticonderoga...
The Best is Yet to Come