To make the weapon with reflective effect (Reflect but still damage armor), use "OnDamageArmor" events on the weapon.
For example, see Semesta I.G.C about CM1 weapon.
Code: Select all
<Events> <OnDamageArmor> (block (direction) ; Randomize direction degrees for its basic reflection nature (setq direction (random 0 359)) ; Create weapon fire so makes them looks like reflected (sysCreateWeaponFire ; We use same UNID with the weapon, but you can use additional virtual weapon as well &itUNIDWeapon; ; Spawn from gSource gSource ; Use sysVectorPolarOffset so the beam will not trapped inside ship (sysVectorPolarOffset gSource direction 1) ; Use direction along with above so the beam will not reflect into odd direction direction ; 100 is normal beam speed 100 ; Set Nil as it should not have target Nil ) ; Return full damage, if not, they may trigger a bug aDamageHP ) </OnDamageArmor> </Events>
Note: If the weapon has passthrough ability, they may trigger more reflection.