Posts:
1 921
Threads:
273
Joined:
21 Nov 2004
Reputation:
Try making it arcing, btw.
Forum Rules
(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
Posts:
573
Threads:
26
Joined:
14 Oct 2005
Reputation:
I had the same problem with a projectile exploding at Range 1 a few days ago, it only happened after I added the Level= tag. The Level tag had a similar problem on a structure's weapon. Try basing your missile's code off the Guardian GI's secondary weapon instead of the Typhoon's torpedoes. Just change the image to SUBTORP to make it look like the torpedo.
Ares Project Manager.
Open Ares positions: Documentation Maintainer, Active Testers.
PM if interested.
Posts:
25
Threads:
0
Joined:
28 Jan 2005
Reputation:
This also happened to my AircraftType with very low FlightLevel.
Posts:
1 773
Threads:
140
Joined:
22 Nov 2004
Reputation:
It is indeed Level= , WW hacked it to spawn the projectile below the surface, since it was only used for the subs. CourseLockDuration= can help you fire the missile in a straight line, but observe what it does before using it.
Posts:
159
Threads:
9
Joined:
4 Aug 2006
Reputation:
You can also achive a straight shot effect by using ROT=1, though this causes the projectile to be VERY sensitive to variations in terrain height and ramps (though depending on your situation, this may be very desirable).
I've also created another straight shot effect for vehicles, but it only works if the range is less than seven (if higher than six, it will have the arcing missile effect), though the exact formula is somewhat of a secret (even to me, as I created the effect simply by trial and error).
Posts:
1 921
Threads:
273
Joined:
21 Nov 2004
Reputation:
Why don't you just give it a ROT of 0 and make it arcing? *scratches head*
Forum Rules
(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
Posts:
159
Threads:
9
Joined:
4 Aug 2006
Reputation:
Because then it will arc, which is not the best visual effect.
@TheMan
The CourseLockDuration=500 is what's causing the problem for you. Take it out. What it does is it tries to go in the direction it is fired for 500 somethings (i don't remember what units are used for this), and only THEN will it actually attempt to hit it's target.
Posts:
1 921
Threads:
273
Joined:
21 Nov 2004
Reputation:
but without arcing, it'll never hit with such a small ROT.
Forum Rules
(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
Posts:
159
Threads:
9
Joined:
4 Aug 2006
Reputation:
Yes it will. I have done it... okay I guess this obligates me to show an example:
[Weapon]
Damage=20
Warhead=WeaponWH
Speed=90
Projectile=WeaponPROJ
Range=6
ROF=20
[WeaponPROJ]
ROT=1
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes
Posts:
1 921
Threads:
273
Joined:
21 Nov 2004
Reputation:
Never worked for me without arcing. Then again, this is Westwood code we're talking about.
Forum Rules
(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
Posts:
159
Threads:
9
Joined:
4 Aug 2006
Reputation:
It might only work if the Range is less than 7..