Explosion radius
Ok, so I've made a very deadly torpedo, and now I'm tweaking it. Problem is that I can't get the radius bigger than the regular sunslayer explosion radius
Here's my code:
<pre><font size=1 face=Courier>
[Motor
nickname = torpedo01_mark03_motor
lifetime = 100
accel = 26.666700
delay = 0
[Explosion
nickname = torpedo01_mark03_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 1000000
hull_damage = 100000
energy_damage = 100000
impulse = 10
[Munition
nickname = torpedo01_mark03_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
hull_damage = 1000000
energy_damage = 100000
radius = 1000000
impulse = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_no_torpedo
munition_hit_effect = rtc_nomadtorpedo_impact
const_effect = rtc_nomadtorpedo_proj
detonation_dist = 1.250000
lifetime = 100
Motor = torpedo01_mark03_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 180
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 0 ;GENERATESTRRES("SolWrecker Torpedo"
ids_info = 0 ;GENERATEXMLRES(SolWreckerAmmo)
mass = 1
volume = 0.000000
[Gun
nickname = torpedo01_mark03
ids_name = 0 ;GENERATESTRRES("SolWrecker Torpedo Launcher"
ids_info = 0 ;GENERATEXMLRES(SolWrecker)
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 58.700001
projectile_archetype = torpedo01_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</font></pre>
Interestingly enough, the damage has to be listed in the ammo as well as the explosion to be different from the sunslayer so I figured the radius needed to be in both too. No luck there. Anyone have any ideas?
(This site is best viewed with your eyes open)
Here's my code:
<pre><font size=1 face=Courier>
[Motor
nickname = torpedo01_mark03_motor
lifetime = 100
accel = 26.666700
delay = 0
[Explosion
nickname = torpedo01_mark03_explosion
effect = ku_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 1000000
hull_damage = 100000
energy_damage = 100000
impulse = 10
[Munition
nickname = torpedo01_mark03_ammo
explosion_arch = torpedo01_mark02_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
hull_damage = 1000000
energy_damage = 100000
radius = 1000000
impulse = 10
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_no_torpedo
munition_hit_effect = rtc_nomadtorpedo_impact
const_effect = rtc_nomadtorpedo_proj
detonation_dist = 1.250000
lifetime = 100
Motor = torpedo01_mark03_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000
seeker_fov_deg = 180
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 0 ;GENERATESTRRES("SolWrecker Torpedo"
ids_info = 0 ;GENERATEXMLRES(SolWreckerAmmo)
mass = 1
volume = 0.000000
[Gun
nickname = torpedo01_mark03
ids_name = 0 ;GENERATESTRRES("SolWrecker Torpedo Launcher"
ids_info = 0 ;GENERATEXMLRES(SolWrecker)
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 58.700001
projectile_archetype = torpedo01_mark03_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
</font></pre>
Interestingly enough, the damage has to be listed in the ammo as well as the explosion to be different from the sunslayer so I figured the radius needed to be in both too. No luck there. Anyone have any ideas?
(This site is best viewed with your eyes open)