Making a burst missile

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Militia Lieutenant
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Posts: 238
Joined: Fri Jan 06, 2012 10:51 am

As topic, I am attempting to create what is called a "burst missile". It is a missile which, upon detonation, creates a large shockwave that does high damage to whatever caught in its radius. I am trying to implement this through the following code, but to no avail:

Code: Select all

				<Missile ammoID="&itLRBM5;"
						type=			"missile"
						damage=			"generic:1; momentum6; WMD7"
						missileSpeed=	"30"
						hitPoints=		"70"
						lifetime=		"1000"

						maneuverability="2"
						autoacquiretarget=                "true"
						directional=	"true"
						sound=			"&snmissile1;"
						vaporTrailLength="16"
						vaporTrailWidth="110"
						vaporTrailWidthInc="5"
						vaporTrailColor="0xd0, 0xd0, 0xd0"
						>

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

					<HitEffect
							sound="&snexplode8;"
							>
						<Image imageID="&rsExplosionsAG128;"
								imageX="0"
								imageY="0"
								imageWidth="128"
								imageHeight="128"
								imageFrameCount="16"
								imageTicksPerFrame="2"/>
					</HitEffect>

					<Fragment 
							type=				"area"
							damage=				"generic:50"
							expansionSpeed=		"30"
							missileSpeed=		"0"
							lifetime=			"100"
							>

						<Effect>
						<Shockwave
							style=			"glowRing"
							width=			"20"
							glowSize=		"12"
							primaryColor=	"0xff, 0xff, 0xff"
							secondaryColor=	"0xff, 0x00, 0xff"
						/>
						</Effect>
					</Fragment>

				</Missile>
The missile fires and hits, but it appears that no fragment is produced. Is there a mistake in coding or is there another way to implement this effect?
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Xephyr
Militia Captain
Militia Captain
Posts: 857
Joined: Fri Dec 14, 2007 1:52 am
Location: Orion Arm, Milky Way
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Try this. I worked backward from the Ares Micronuke here.

Code: Select all

<Itemtype UNID="&itLRBM5;"
		name=				"MRBM5"
		level=				"4"
		value=				"350"
		mass=				"20"
		attributes=			"Commonwealth"
		frequency=			"common"
		numberAppearing=	"12d20"
		
		description=		"The compact warheads detonate into an expanding shockwave of thermonuclear damage. They require a launcher."
		>

	<Image imageID="&rsItems1;" imageX="288" imageY="192" imageWidth="96" imageHeight="96"/>

<Missile
				type=			"missile"
				lifetime=		"180"
				damage=			"thermo:4d12; WMD3"
				missileSpeed=	"60"
				hitPoints=		"20"

				fragmentCount=	"1"
				failsafe=		"6"

				sound=			"&snMissileLauncher;"
				>

			<Effect>
				<ParticleJet
						fixedPos=			"true"
						emitRate=			"40"
						tangentSpeed=		"3d2-3"
						particleLifetime=	"10-30"
						XformTime=			"20"
								>
					<ParticleEffect>
						<Particle
								style=			"plain"
								minWidth=		"1"
								maxWidth=		"4"
								primaryColor=	"#f7ffc6"
								secondaryColor=	"#b63718"
										/>
					</ParticleEffect>
				</ParticleJet>

				<Image imageID="&rsMissiles;" imageX="0" imageY="32" imageWidth="16" imageHeight="16" imageFrameCount="12" imageTicksPerFrame="3"/>
			</Effect>

			<HitEffect
					sound="&snArmorHit1;"
							>
				<Flare
						style=			"fadingBlast"
						radius=			"170"
						primaryColor=	"0xff, 0xff, 0xf0"
						lifetime=		"8"
								/>
			</HitEffect>

			<Fragment
					type=			"area"

					damage=			"thermo:1d12; WMD3"
					expansionSpeed=	"35"
					missileSpeed=	"0"
					lifetime=		"24"
							>

				<Effect>
					<Shockwave
							fadeStart=	"70"
									>
						<Image imageID=				"&rsShockwave1;"
								imageX=				"0"
								imageY=				"0"
								imageWidth=			"512"
								imageHeight=		"128"
								imageFrameCount=	"1"
								imageTicksPerFrame=	"1"/>
					</Shockwave>
				</Effect>
			</Fragment>
		</Missile>
	</Itemtype>
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