**Tutorial** - Making Energy Missiles
The munition entry has been changed to remove the explosion_arch or something line (tells the game to use an /Explosion Entry. Also removed the DA_archetypes for the /Munition/ entry (removes the original projectile representation)
[Munition
nickname = missile02_mark01_ammo
hp_type = hp_gun
requires_ammo = false <<Changed so no ammo needed
hit_pts = 2
hull_damage = 750 <<Not present in original (was found in /explosion/ entry
energy_damgage = 600 <<Same case as above
one_shot_sound = fire_plasma2 <<sound file to use
munition_hit_effect = li_missile01_impact
lifetime = 5
Motor = missile02_mark01_motor
force_gun_ori = false
const_effect = li_missile01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2000 <<actual effective range for missile
seeker_fov_deg = 35
max_angular_velocity = 5.0 <<turn rate
Last:
rename the effects entry for "const_effect = li_missile01_drive"
can be found in (data\Fx\effects.ini)
nickname = li_missile01_drive
effect_type = EFT_MISSILE_DRIVE
vis_effect = pi_particle_02_proj
vis_generic = min_missile01_drive
vis_effect is the variable to change to make the projectile take on an energy ball appearance. When I changed the other values the effect didn't work properly (projectile invisible, or would not track the target)
Screenshot:
http://www.webspawner.com/users/rolo2020/screen18.jpg
Did you know your IQ increases when you're tipsy?...(Not Really, but you might think it does)
Edited by - Rolo2020 on 28-04-2003 15:59:15
Edited by - Stinger on 2/14/2004 7:50:15 AM