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Making new weapon - missile - Printable Version

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Making new weapon - missile - CzeReptile - 03-09-2010

Right peeps, simple question with difficult answer.

I wanted to try out making the unguided missiles that I made thread on about while ago. The SWAT instruction tutorial is however gun oriented and I am kindly missing something here and there, therefore I am begging for help to create these weapons for testing.

Thanks:D


Making new weapon - missile - Prysin - 03-09-2010

try take the stats from the flak turret

and mix it with a c'ball launcher

that should, if mixed right, give you the weapon you want


Making new weapon - missile - Prysin - 03-09-2010

just try and fail

just use a new empty, non discovery account and also a separate disco directory in case of "meltdown"....

worst case and you wont be able to run the game, worst case... account get corrupted badly by all the "wrongs"


Making new weapon - missile - CzeReptile - 03-10-2010

I made it working.
But now the missiles do no damage.


Making new weapon - missile - Alex. - 03-10-2010

' Wrote:But now the missiles do no damage.
Are you testing this with a friend? If so, you checked that PvP is enabled?

I tried stuff like this once, couldn't get it to work... Then found PvP was disabled. >.<


Making new weapon - missile - CzeReptile - 03-10-2010

I have found the glitch that prevented the missile from dealing damage.

I seem to have figured it out on my own. Fun, hour long, but fun.


Making new weapon - missile - Guest - 03-10-2010

Not sure what your asking, whether its help on how to write a missile weapon in the ini file or what.
but heres the -only- difference between a gun and a missile.

Missile Wrote:[Motor]
nickname = dsy_twister_motor
lifetime = 2.750000
accel = 22.038601
delay = 0
[Explosion]
nickname = dsy_twister_explosion
effect = dsy_twister01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 35
hull_damage = 5022
energy_damage = 0
impulse = 0

[Munition]
nickname = dsy_twister_ammo
ids_name = 500203
ids_info = 500204
explosion_arch = dsy_twister_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_homing
detonation_dist = 2
lifetime = 19.750000
Motor = dsy_twister_motor
force_gun_ori = false
const_effect = dsy_twister01_drive
HP_trail_parent = HPExhaust
seeker = LOCK (This is either LOCK, or DUMB)
time_to_lock = 0
seeker_range = 2000
seeker_fov_deg = 35
max_angular_velocity = 4.355000

DA_archetype = equipment\models\weapons\rh_seeker_missile.3db ----- Projectile does not have to be an object. This can be removed, and a regular projectile used in "Const_Effect = ______". Warning: Tracking Heavy Mortars have been done in SP
material_library = equipment\models\rh_equip.mat
mass = 1
volume = 0.000000
[Gun]
nickname = dsy_twister
ids_name = 500205
ids_info = 500206
DA_archetype = equipment\models\weapons\rh_seeker_launcher.cmp
material_library = equipment\models\rh_equip.mat
HP_child = HPConnect
hit_pts = 6000
explosion_resistance = 0.250000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 33.299999
toughness = 24.500000
projectile_archetype = dsy_twister_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 80, 100, 100



Gun Wrote:[Munition]
nickname = infernocannon_cruiser_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 1600
energy_damage = 17800
one_shot_sound = fire_capship_emp
munition_hit_effect = dsy_inferno_impact
const_effect = dsy_inferno_proj
lifetime = 4.700000
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun]
nickname = infernocannon_cruiser
ids_name = 500379
ids_info = 500380
DA_archetype = equipment\models\turret\oc_turret_gunboat.cmp
material_library = equipment\models\ge_turret.mat
HP_child = HPConnect
hit_pts = 100000
explosion_resistance = 0.330000
debris_type = debris_turret_large
parent_impulse = 20
child_impulse = 80
volume = 40.000000
mass = 10
hp_gun_type = hp_turret_special_9
damage_per_fire = 0
power_usage = 190000
refire_delay = 2.000000
muzzle_velocity = 850.000000
toughness = 20
flash_particle_name = br_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = infernocannon_cruiser_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 40
lootable = false
[LOD]
obj = Root
LODranges = 0, 1200
[LOD]
obj = barrel
LODranges = 0, 1000



Making new weapon - missile - CzeReptile - 03-10-2010

As per se, its supposed to be unguided, so I changed the seeker time and ang to 0, and missiles flew just straight. Even crosshair does not move so its kinda tricky to aim them.
But game crashes when I buy them.