Nuclear weapons
Hi.
I was trying to make a nuclear torpedo that would have a BIG blast radius (say 1K). But when I light it off, I don't see a gigantic 1K explosion VFX like I want (although the blast damage does occur in the 1K radius). Can anyone figure out what's wrong? This is what I've got:
(weapon_equip.ini)
[Motor
nickname = torpedo01_nuke_motor
lifetime = 11.250000
accel = 3.555600
delay = 0
[Explosion
nickname = torpedo01_nuke_explosion
effect = nuke_impact
lifetime = 5.000000, 10.000000
process = disappear
strength = 100000
radius = 1000
hull_damage = 13829000
energy_damage = 13829000
impulse = 0
[Munition
nickname = torpedo01_nuke_ammo
explosion_arch = torpedo01_nuke_explosion
hull_damage = 13829000
energy_damage = 13829000
radius = 1000
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2000
one_shot_sound = fire_torpedo
detonation_dist = 36.250000
lifetime = 116.250000
Motor = torpedo01_nuke_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 4650
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 458771
ids_info = 491522
mass = 1
volume = 0.000000
[Gun
nickname = torpedo01_nuke
ids_name = 458772
ids_info = 491523
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_nuke_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
(effect_types.ini)
[EffectType
nickname = EFT_EXPLOSION_NUKE
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_NONE
radius = 2500.000000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = 20
pbubble = 4000, 7000
(effects.ini)
[Effect
nickname = nuke_impact
effect_type = EFT_EXPLOSION_NUKE
snd_effect = asteroid_explosion
vis_effect = gf_piratestationexplode
I was trying to make a nuclear torpedo that would have a BIG blast radius (say 1K). But when I light it off, I don't see a gigantic 1K explosion VFX like I want (although the blast damage does occur in the 1K radius). Can anyone figure out what's wrong? This is what I've got:
(weapon_equip.ini)
[Motor
nickname = torpedo01_nuke_motor
lifetime = 11.250000
accel = 3.555600
delay = 0
[Explosion
nickname = torpedo01_nuke_explosion
effect = nuke_impact
lifetime = 5.000000, 10.000000
process = disappear
strength = 100000
radius = 1000
hull_damage = 13829000
energy_damage = 13829000
impulse = 0
[Munition
nickname = torpedo01_nuke_ammo
explosion_arch = torpedo01_nuke_explosion
hull_damage = 13829000
energy_damage = 13829000
radius = 1000
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2000
one_shot_sound = fire_torpedo
detonation_dist = 36.250000
lifetime = 116.250000
Motor = torpedo01_nuke_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 4650
seeker_fov_deg = 35
max_angular_velocity = 0.580670
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 458771
ids_info = 491522
mass = 1
volume = 0.000000
[Gun
nickname = torpedo01_nuke
ids_name = 458772
ids_info = 491523
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_nuke_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
(effect_types.ini)
[EffectType
nickname = EFT_EXPLOSION_NUKE
priority = 1.000000
generic_priority = 1.000000
lod_type = EFT_LOD_NONE
radius = 2500.000000
visibility = EXIST_OFFSCREEN
update = UPDATE_OFFSCREEN
run_time = 20
pbubble = 4000, 7000
(effects.ini)
[Effect
nickname = nuke_impact
effect_type = EFT_EXPLOSION_NUKE
snd_effect = asteroid_explosion
vis_effect = gf_piratestationexplode