How to make shots explode, without them being missiles?
I've been trying to make a weapon which fires an exploding shot. I don't want it to be firing a missile, rather a mega-energy weapon that fires an exploding ball of plasma. It's going to be hidden away on the Nansei Research Complex, and it's basically a mega-weapon for dealing with the bad guys in the hardest systems.
Now, I've managed to actually get it half working. I've mixed and matched elements from missile launchers and guns in the 'weapons_equip.ini' file, and I can get the shots to explode upon impact. However, and this is the BIG HOWEVER, the explosion doesn't actually do any damage. The shot itself does damage, but the explosion doesn't. (Incidentally, the mine explosions look really cool! It's worth adding them to weapons like the DIAMONDBACK, etc, just for the visual effect!)
Here's the section from my ini.file, I'd be very grateful if any of you Master Modders know where I'm going wrong.
[Explosion
nickname = kx_gun01_mark01_explosion
effect = pi_mine01_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 1000
hull_damage = 2900.699997
energy_damage = 0
impulse = 0
[Munition
nickname = kx_gun01_mark01_ammo
explosion_arch = kx_gun01_mark01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2000
hull_damage = 2901.40000
energy_damage = 0
weapon_type = W_Laser01
one_shot_sound = fire_photon5
detonation_dist = 1
const_effect = kx_laser_01_proj
lifetime = 2.4
force_gun_ori = false
mass = 1
volume = 0.000100
[Gun
nickname = kx_gun01_mark01
ids_name = 263914
ids_info = 264914
DA_archetype = equipment\models\weapons\li_laser_beam.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 2632
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_5, hp_torpedo_special_1
damage_per_fire = 0
power_usage = 267.139999
refire_delay = 0.900000
muzzle_velocity = 1950
use_animation = Sc_fire
toughness = 6.700000
flash_particle_name = ku_photon_04_flash
flash_radius = 35
light_anim = l_gun01_flash
projectile_archetype = kx_gun01_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
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What I've already tried (and none of these worked):
- Removing the shot-damage lines, and just having explosion damage
- Messing with the 'Explosion' stats, such as strength, radius, and lifetime
- Looked for a tutorial on this in the Tutorial forum, there are none that cover this sadly
I HAVEN'T tried making it so the shot is just an unguided missile yet. Do you think it would be possible to substitute a 'weapon'_proj. for a missile model? Or will this cause mass crashes and other such horrors?
I appreciate any help you can give me,
Vype =)