Posted: 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.
A discussion of all things Transcendence
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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>