well,
indeed i wanna make the stuff as perfect as possible ..
and you`re right -all of this SHOULD work very easily ..
practice has given me proof tho, some things do not work as in theory.
tried writing down a little a mod report,
and
here are the facts:
1. i wanted to make this an addon mod compatible with almost any other mods (meaning: the less changes the better)
2. i wanted the illusion that it is not a weapon killing you, but rather some kind of malicious energy impulse (meaning: the closer to the gate, the better)
2.1. also meaning that no mistakes are allowed, else the jump sequence initiates
now
to the problems:
-using guns
not accurate enough > solution: changing of gun_ids for all solar_pilots
no separate explosion possible, multiple shots needed (negative values didn`t work); voice confusion > solution: none
projectiles going right through the ship doing no harm (sometimes) > solution: i have no clue (see fact 2.1)
-using missiles
changing of missile_ids for all solar_pilots required to reduce missile_launch_interval_time > solved
missile_launch_range ignored by AI (reducing missile range didn`t solve this, crazy pilots still shot even if out of range; additionally adds voice confusion) > solution: none, this is weird
perfectly homing missiles not homing at all (sometimes) > solution: i have no clue (see fact 2.1)
"incoming missile" warning; acceptable if no other bugs
-using mines
testing not possible, equipment not properly mounted > impossible?
ok
i hope i didn`t forget anything, and made no mistakes (which i doubt cause i did extensive testing)
this is my last mod project, still have one option left:
making a rapidly firing weapon that does no damage but rather pushes the ship back with some impulse (like: incoming heavy wind
)
will go to bed now
cu