Author Topic: Textures for secondaries invisible???  (Read 3069 times)

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Offline Getter Robo G

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  • Elite Super Robot Pilot
I know nothing of coding so you have to "kick it down a notch"

  So are you saying that maybe putting a copy of secondary maps into the Ani's folder might help?

  Anyway,  I got the part about not being able to shoot down a bomb(missile) with a missile NORMALLY how about with a primary? Is that part still valid?

  As for the second part  (I just never give up), how about making a cluster missile that fires fighters 1 sec into it's existence (missile sized)...  The Fighter is scripted (in table possibly?) to exploded within x meters of the target. These are rare missiles and not every enemy unit has them. They player either nulifies these threats or takes a pounding!

  I realise that part may be next to impossible as I had to fiddle with some waypoints and time delays to get Khyron to Ram SDF-1 properly andhave them explode in time with voice cues so please forgive me for reaching too far. It's just that those combat properties for secondaries are a VERY important part of this kind of mod's flavor...
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Offline StratComm

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  • 212
  • Cameron Crazy
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Textures for secondaries invisible???
No, secondary maps have to be in the "maps" folder, where all model textures should go.  The missile pof's should be in models.  That's not saying it's what is causing your problem, but it's certainly possible.  The rest was explaining why, so feel free to ignore it.

The missile spawning fighter thing is possible, if by fighter you mean additional missiles with a small fighter pof attached as the missile and the "bomb" flag set to be able to take it down.  Or you could use a swarm missile launch that just spits out x number of missiles.

Actually, nix that.  If you do set everything with the bomb flag, I'm pretty sure that missiles will not be fired at fighters.  That may have been changed, but I'm just not sure.
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Last edited by StratComm on 08-23-2027 at 08:34 PM