Custom bullet (NOT missile!) projectiles ...
I am trying to make a few guns that use projectiles, like missiles do, but I cannot get them to work the way I want. I have made custom .3db files for a new torpedo, a howizter shell, and an autocannon shell; they all look fine as 3db's, sized appropriately, use textures, etc.
The torpedo .3db works great when I use it for a missile - it's going to be a fat anti-capship torp that is easily seen and hopefully not too hard to destroy (big and slow But watch out for impact!)
I can also get the heavy and light cannon shells to work with missile weapons - that is, weapons with motors and seekers - but then I try to make them work with regular ammo-based guns, and that is when my problem starts.
I have made about 20 different forms of this darn heavy blast cannon for the Hessians, using first a missile entry and removing some parts, adding others, and tweaking it.
Here's one that does everything I want it to -- except use the shell projectile :
[Explosion
nickname = fc_rh_gun02_mark01_explosion
effect = sp_doomsday_01_impact
lifetime = 0, 0
process = disappear
strength = 100
radius = 30
hull_damage = 1
energy_damage = 0
impulse = 133
[Munition
nickname = fc_rh_gun02_mark01_ammo
explosion_arch = fc_rh_gun02_mark01_explosion
hp_type = hp_gun
requires_ammo = true
hit_pts = 10
hull_damage = 1721
energy_damage = -1153
one_shot_sound = fire_mass_hvy01
munition_hit_effect = rh_plasma_02_impact
lifetime = 0.875
force_gun_ori = false
const_effect = rh_mine01
DA_archetype = equipment\models\sirex\Hvy_Shell.3db
material_library = equipment\models\ge_equip.mat
ids_name = 263946
ids_info = 264621
mass = 1
volume = 0.0833
[Gun
nickname = fc_rh_gun02_mark01
ids_name = 263943
ids_info = 264618
DA_archetype = equipment\models\weapons\li_cannon.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 3000
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_6
damage_per_fire = 0
power_usage = 33
refire_delay = 1.5
muzzle_velocity = 2000
use_animation = Sc_fire
toughness = 100
flash_particle_name = ku_capgun_01_flash
flash_radius = 41
light_anim = l_gun01_flash
projectile_archetype = fc_rh_gun02_mark01_ammo
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 100, 300, 500
- - - - - - - -
Now, this entry has the characteristics/stats I want for the gun (velocity, range, damage, flash, impact, damage (only hull), etc.) and it refers to the correct .3db file and .mat, but when I fire it, it fires just the rh_mine01 effect, no shell.
So I tried using a seeker, setting it to DUMB, and after some tweaking, I got it to do everything the first entry does AND use the shell .3db. Ok, you say, so what's the problem? The problem is this: every weapon that uses a seeker of any sort (at least the ones I have used/made) does not use the lead indicator (crosshairs, little cross, whatever you want to call it). They put the indicator right at the middle of the target, so whenever you're moving at a high velocity or when the target is (even worse when both ), you just can't aim the darned weapon! To try to fix this, I increased the velocity to 5000 m/s, which sort of helped - it traveled so fast that you did not really need the indicator. But it is still not very accurate, and the indicator would still be a big help.
Not to mention, putting a seeker on a weapon, whether it is set to LOCK or DUMB and regardless of the turn rate value, the info cards displays the velocity as 0 m/s and a turn rate of 100 - neither of which is true.
So. Does anyone maybe know what I can do to get this boomstick to work correctly? See something I left out or need to remove, have much experience with projectiles, anyone maybe made a gun like this one before and made it work?
I thank you for your time. Any help or recommendaitons very much appreciated
Ro9ue
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"Do or do not. There is no try."
- Jedi Master Yoda