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.
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
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.