Missiles?
If I make them guided missiles, how do I make them avoid any obstacles in it's path to get to it's target. And how do I make let's say 5 guided missiles were fired at a target, the first missile destroyed the target. How do I make the other 4 lock on to other targets? And what is stealth, what do lesser numbers do? Higher numbers?
There are no such thing as smart missiles in transcendence
Look at the code for the IM90 in stdweapons.xml , it says something like auto-acquire-target, try that to make the guided missiles lock on to another target. If that doesn't work, you'll have to resort to a script.
Stealth makes enemies not see you until you get closer. I have no idea whether higher or lesser numbers is better.
Look at the code for the IM90 in stdweapons.xml , it says something like auto-acquire-target, try that to make the guided missiles lock on to another target. If that doesn't work, you'll have to resort to a script.
Stealth makes enemies not see you until you get closer. I have no idea whether higher or lesser numbers is better.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
check the code of the NAMI heavy launcher and check the S3 Missile
in the fragment there is:
that 's self-explanatory
also, smaller is the number for maneuverability, better is the turn, but as George said in another post, nothing in Transcendence turns better than 18 degrees/tick (hope I'm right, if not correct me please)
But the missiles are not "intelligent" if in the shortest route there is a planet/asteroid/whatever, it will just miss.
----
Stealth affects 2 things, the AI (ships will not see you) and the radar (you won't see ships approaching you)
Currently stealth armor is not used by any enemy ship ingame. (but would be interesting to do an invisible charon stalker, mmmmhhhh)
The value is a % (so from 0 to 100), but it accepts values in the thousands without crashing the game.
in the fragment there is:
Code: Select all
multiTarget= "true"
autoAcquireTarget= "true"
maneuverability= "2"
also, smaller is the number for maneuverability, better is the turn, but as George said in another post, nothing in Transcendence turns better than 18 degrees/tick (hope I'm right, if not correct me please)
But the missiles are not "intelligent" if in the shortest route there is a planet/asteroid/whatever, it will just miss.
----
Stealth affects 2 things, the AI (ships will not see you) and the radar (you won't see ships approaching you)
Currently stealth armor is not used by any enemy ship ingame. (but would be interesting to do an invisible charon stalker, mmmmhhhh)
The value is a % (so from 0 to 100), but it accepts values in the thousands without crashing the game.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
the iCX is an itemtype with a AutoDefenseDevice tag inside:
I never tinkered around the ICX, but i don't think that if you change the target to something like "ships" is going to work.<AutoDefenseDevice
target= "missiles"
weapon= "&itOmniLaserCannon;"
rechargeTime= "15"
/>
[/b]<AutoDefenseDevice
target= "ships"
weapon= "&itOmniLaserCannon;"
rechargeTime= "15"
/>
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
AFAIK, as soon as a missile is fired, there is no difference if it's friend or foe. (but the ICX won't be triggered by your own missiles, of course, even if they come back, passing close to you)