Shield and Hull Damage at once!
I made it, I produced a missile that can cut through a shield and, if it brings the shield down, additionally do hull damage. This might be interesting for some of you, so I decide to give you a code example that worked here:
Stats are based upon the Firestalker missile, I changed what was needed for the test:
[Motor
nickname = test_missile_motor
lifetime = 60
accel = 26.666700
delay = 0.000000
[Explosion
nickname = test_missile_explosion
;effect = br_mine01_blast25
lifetime = 0.100000, 0.500000;/////////Delay is very important
process = disappear
strength = 100
radius = 5
hull_damage = 100000;///////////This will be the hull damage
energy_damage = 0
impulse = 0
[Munition
nickname = test_missile_ammo
explosion_arch = test_missile_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_gun
requires_ammo = false;//////Easier to test this way
hit_pts = 200
hull_damage = 0
energy_damage = 100000;///////////This is important, does the shield damage
one_shot_sound = fire_missile_homing
detonation_dist = 0
lifetime = 60
Motor = test_missile_motor
force_gun_ori = false
const_effect = pi_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000;////////////////For the sake of testing, uber qualities.
seeker_fov_deg = 89;///////////////
max_angular_velocity = 10;////////////////
munition_hit_effect = br_mine01_blast25
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265156
ids_info = 266156
mass = 1
volume = 10.000000
[Gun
nickname = test_missile
ids_name = 263156
ids_info = 264156
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 33.299999
toughness = 24.500000
projectile_archetype = test_missile_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
You will find that you need an energy damage entry for the ammo, a hull damage entry for the explosion. The most important part is the delay, it does not only work for the effect, but also for the damage itself! That means, shield damage is done upon impact, hull damage shortly after!
Funny thing is however, that sometimes the effect does not work, and only shield damage is done. I will either try to do some tweaking to the delay settings to avoid this, or simply state in the infocard that sometimes the missile does not work as it should... As in real life.
Edited by - Mephistopheles on 12/8/2004 6:10:40 AM
Stats are based upon the Firestalker missile, I changed what was needed for the test:
[Motor
nickname = test_missile_motor
lifetime = 60
accel = 26.666700
delay = 0.000000
[Explosion
nickname = test_missile_explosion
;effect = br_mine01_blast25
lifetime = 0.100000, 0.500000;/////////Delay is very important
process = disappear
strength = 100
radius = 5
hull_damage = 100000;///////////This will be the hull damage
energy_damage = 0
impulse = 0
[Munition
nickname = test_missile_ammo
explosion_arch = test_missile_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_gun
requires_ammo = false;//////Easier to test this way
hit_pts = 200
hull_damage = 0
energy_damage = 100000;///////////This is important, does the shield damage
one_shot_sound = fire_missile_homing
detonation_dist = 0
lifetime = 60
Motor = test_missile_motor
force_gun_ori = false
const_effect = pi_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 5000;////////////////For the sake of testing, uber qualities.
seeker_fov_deg = 89;///////////////
max_angular_velocity = 10;////////////////
munition_hit_effect = br_mine01_blast25
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265156
ids_info = 266156
mass = 1
volume = 10.000000
[Gun
nickname = test_missile
ids_name = 263156
ids_info = 264156
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 6752
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 1.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 33.299999
toughness = 24.500000
projectile_archetype = test_missile_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
You will find that you need an energy damage entry for the ammo, a hull damage entry for the explosion. The most important part is the delay, it does not only work for the effect, but also for the damage itself! That means, shield damage is done upon impact, hull damage shortly after!
Funny thing is however, that sometimes the effect does not work, and only shield damage is done. I will either try to do some tweaking to the delay settings to avoid this, or simply state in the infocard that sometimes the missile does not work as it should... As in real life.
Edited by - Mephistopheles on 12/8/2004 6:10:40 AM