Weapons Overview (basic++)

This is a moderated forum that collects tutorials, guides, and references for creating Transcendence extensions and scripts.
User avatar
Androgeos
Commonwealth Pilot
Commonwealth Pilot
Posts: 79
Joined: Fri Jun 25, 2010 11:11 am
Location: Salvager Nomad
Contact:

Sat Sep 04, 2010 7:18 am

In theory, you could make a dumbfire missile that expires after a certain lifetime and generate a second, tracking missile when it expires. :?
[10:42] <Katami> TTECH: IT SEYS "ONCE YOU ENTAR A EYSTEM HAHAHAHAAHH~~~!~~~!<3<3<3
[10:42] <Katami> ~ROLLL 1D100 L0LL0LL0LL0LHAHHAHHAH!~!!~~:-):-):-)

User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2614
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Sat Sep 04, 2010 1:03 pm

There you go, try this, it looks like the missile is launched, and after a sec it starts the propulsion and autotarget to the nearest enemy.

Code: Select all

<!-- Cometfall test weapon -->

	<ItemType UNID="&itcometfalltestweapon;"
			name=				"Cometfall test weapon"
			level=				"8"
			value=				"150000"
			mass=				"5000"
			frequency=			"notrandom"
			modifiers=			"MajorItem; EnergyWeapon; Rasiermesser; NotForSale; CannotOrder"

			description=		"This is an experimental weapon."
			>

		<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
		<Weapon
				fireRate=			"40"
				powerUse=			"100"
				launcher=			"true"
				>

			<Missiles>
				<Missile
						type=			"missile"

						damage=			"thermo:3d12; momentum6; WMD1"
						missileSpeed=	"40"
						lifetime=		"20"
						hitPoints=		"40"
						accelerationFactor="25"
						failsafe=		"0"

						directional=	"true"
						sound=			"&snMissileLauncher;"
						
						>

					<Effect>
					<Image imageID="&rsStdMissile1;" imageX="0" imageY="0" imageWidth="32" imageHeight="32" rotationCount="40"/>					
					</Effect>

					

					<Fragment
							count=				"1"
							type=				"missile"

							damage=				"thermo:3d12; momentum3; WMD1"
							missileSpeed=		"10"
							lifetime=			"120"
							accelerationFactor="400"
							multiTarget=		"true"
							autoAcquireTarget=	"true"
							maneuverability=	"2"

							directional=		"true"
							vaporTrailLength="24"
							vaporTrailWidth="150"
							vaporTrailWidthInc="15"
							vaporTrailColor="0xd0, 0xd0, 0xd0"
							>

						<Effect>
						<Image imageID="&rsStdMissile1;" imageX="0" imageY="0" imageWidth="32" imageHeight="32" rotationCount="40"/>
						</Effect>

						<HitEffect
								sound="&snArmorHit1;"
								>
							<Image imageID="&rsExplosionsAG48;"
									imageX="0"
									imageY="0"
									imageWidth="48"
									imageHeight="48"
									imageFrameCount="16"
									imageTicksPerFrame="2"/>
						</HitEffect>
					</Fragment>

				</Missile>
				</Missiles>

		</Weapon>
			
	                                    </ItemType>

Shifter55
Anarchist
Anarchist
Posts: 14
Joined: Thu Aug 21, 2008 8:44 am

Sun Sep 05, 2010 9:21 am

So no manual target selecting? aww... anyway thanks for the code Digdug, I tend to stay away from fragments as weird stuff happens when I use them.

Post Reply