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Star Wolves 3D space RPG with deep strategy and tactical elements |
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E.G. The explosion_distance on LRM's is between 1.5 and 5. The explosion distance on a MIRV cluster is 20. Yes, this parameter is on the detonator MIRV clusters do not deal damage in a radius >10 times larger than LRMs. Rather they explode >10 times further away from their target to release their payload. This is how rockets work From Modules: This describes where it pulls descriptions, how the module fits into the module slots, cost, acceptable range of fire, angle of fire, etc Code:
<HomingRocket name="LRM2"> <short_name>#M_Name_LRM2</short_name> <hint>#M_Hint_LRM2</hint> <short_desc>#M_SDesc_LRM2</short_desc> <long_desc>#M_LDesc_LRM2</long_desc> <mesh_name>Rl_lrm2</mesh_name> <flat_image>missile_LRM2</flat_image> <hit_points>10000</hit_points> <mass>5</mass> <disable_trade/> <cost>350</cost> <technology/> <attach_type/> <recharge_time>6</recharge_time> <viewing_angle>20</viewing_angle> <dispersion>1</dispersion> <min_distance>20</min_distance> <max_distance>450</max_distance> <max_rocket_count>2</max_rocket_count> <seeking_time>3</seeking_time> <RocketParams> <rocket_name>LRM2_M</rocket_name> <seeker_name>Seeker_B</seeker_name> <detonator_name>ALR_det</detonator_name> </RocketParams> From Rockets Code:
<RocketCarcass name="LRM2_M"> <short_name>#M_Name_LRM2</short_name> <hint>#M_Hint_LRM2</hint> <short_desc/> <long_desc>#M_Hint_LRM2</long_desc> <mesh_name>small_rocket</mesh_name> <flat_image/> <hit_points>10</hit_points> <mass>50</mass> <disable_trade/> <cost/> <technology/> <EPR>0.05</EPR> <explosion_script>rocket_explosion</explosion_script> <work_sound/> <silence/> <max_speed>35</max_speed> <steering_power>0.3</steering_power> </RocketCarcass> And Code:
<DistanceDetonator name="ALR_det"> <time_to_live>35</time_to_live> <damage>200</damage> <explosion_distance>1.5</explosion_distance> </DistanceDetonator> Explosion distance is NOT the size of the explosion. Testing this is easier. Set that value to 20, watch as no missile you launch does any damage. Now change it back to 1.5 and then change damage to 2000. Watch as any missile you launch destroys multiple wings. The size of the explosion is entirely determined by the damage of the explosion. This is why you can modify SRMs to be MIRVs. Because each individual missile would do a small amount of damage and so the entire explosion would not be large. Otherwise, if you say, increase the damage of all SRMs by a factor of 3, you will get missiles that do huge amounts of damage with huge AoE. This is what i was trying to avoid. The AoE. and Code:
<HomingSeeker name="Seeker_B"> <accuracy>3</accuracy> <anti_jammer>20</anti_jammer> </HomingSeeker> In general you can mix and match any of these to create a missile you want. You can also change the detonator type to ImpactDetonator but that is not recommended (it works just fine) since that makes missiles that are shot down explode on their own. This is both very strong (enemies that shoot missiles at you when you have active Anti-Missile up generally tend to explode very fast) but very bad. Enemies that are close to you and shoot missiles will have the anti-missile blow you both up. Such, if you want to modify the radius of damage from the explosion you have to do it through AI.ini or some other method which I have not encountered yet. The only question is what the other two parameters at the end of the tack in ai.ini do. Rastix says they do nothing. Looking over ai.ini again i tend to believe him (since i see text after semi-colons) Last edited by Goumindong; 12-06-2010 at 03:40 AM. |
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