Making a missile

There are 9 replies in this Thread. The last Post () by Michael.

  • Greetings,
    I have just recently come along here, with an idea.
    to make unguided missiles, similar to those that todays helicopters have.
    However, with the gun tutorial, I hit the dead end as I am unable to make a new missile type, that requires ammo, has no lock and does not turn, nor it has firing arc.


    ----
    edit


    I figured it out. however, when I try to buy ammunition, game crashes. Here is code I use.


    [Motor]
    nickname = unguided_motor
    lifetime = 2.750000
    accel = 500
    delay = 0
    [Explosion]
    nickname = unguided_explosion
    effect = li_missile02_impact
    lifetime = 0.000000, 0.000000
    process = disappear
    strength = 120
    radius = 100
    hull_damage = 10000
    energy_damage = 5000
    impulse = 0
    [Munition]
    nickname = unguided_ammo
    explosion_arch = unguided_explosion
    loot_appearance = ammo_crate
    units_per_container = 10
    hp_type = hp_gun
    requires_ammo = true
    hit_pts = 200
    one_shot_sound = fire_missile_regular
    detonation_dist = 6
    lifetime = 6.250000
    Motor = unguided_motor
    force_gun_ori = false
    const_effect = li_missile02_drive
    HP_trail_parent = HPExhaust
    seeker = LOCK
    time_to_lock = 0
    seeker_range = 0
    seeker_fov_deg = 0
    max_angular_velocity = 0
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    ids_name = 265146
    ids_info = 266146
    mass = 1
    volume = 0.000000
    [Gun]
    nickname = unguided
    ids_name = 263146
    ids_info = 264146
    DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
    material_library = equipment\models\li_equip.mat
    HP_child = HPConnect
    hit_pts = 400
    explosion_resistance = 0.250000
    debris_type = debris_normal
    parent_impulse = 20
    child_impulse = 80
    volume = 0.000000
    mass = 10
    hp_gun_type = hp_gun_special_2
    damage_per_fire = 0
    power_usage = 50
    refire_delay = 0.1
    muzzle_velocity = 250
    toughness = 2.400000
    projectile_archetype = unguided_ammo
    dry_fire_sound = fire_dry
    separation_explosion = sever_debris
    auto_turret = false
    turn_rate = 90
    lootable = true
    LODranges = 0, 20, 60, 100


    [Good]
    nickname = unguided
    equipment = unguided
    category = equipment
    price = 500
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missilelauncher.3db
    combinable = false
    free_ammo = unguided_ammo, 70
    ids_name = 263146
    ids_info = 264146
    shop_archetype = equipment\models\weapons\li_rad_launcher.cmp
    material_library = equipment\models\li_equip.mat
    [Good]
    nickname = unguided_ammo
    equipment = unguided_ammo
    category = equipment
    price = 25
    item_icon = equipment\models\commodities\nn_icons\EQUIPICON_missile.3db
    combinable = true
    free_ammo = unguided_ammo, 240
    ids_name = 263146
    ids_info = 264146
    shop_archetype = equipment\models\weapons\li_rad_missile.cmp
    material_library = equipment\models\li_equip.mat


    [BaseGood]
    base = li09_07_base
    MarketGood = unguided, 1, -1, 10, 10, 0, 1
    [BaseGood]
    base = li09_07_base
    MarketGood = unguided_ammo, 1, -1, 10, 10, 0, 1

  • first off
    it wouldnt hurt if you add the ammo to the correct dealer slot
    -> MarketGood = unguided_ammo, 10, -1, 50, 50, 0, 1


    Quote

    free_ammo = unguided_ammo, 240


    does your constants.ini even allow that many missiles? -> the normal limit is 50

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  • It worked and I could load up loads of ammunition.


    I know quote the guide
    So assuming you can buy the destroyer at any level with any reputation it will look like this. MarketGood = destroyer, 1, -1, 10, 10, 0, 1


    but that maybe applies for gun only, I have not checked the market misc ini for example of other ammunition, missiles. The ammo limit is not of concern to me. More of is :


    Make them unguided
    Make their speed same from start to end (ie constant 1000 m/s speed)
    Fire continuosly even on one click, so no need to click 10 times to launch 10 missiles.


    Help plox?:)

  • seeker = DUMB
    muzzle_velocity = 1000
    accel = 1000
    lifetime = 2.000000


    try it with those values
    dunno if it fits 100% but it should work

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • Not a whole lot of momentum on this thread, but since I'm working on something similar I'd figure I'd reach out. I'm making guided rockets myself, and so far everything works. Except I can't seem to get them to fire continuously. Has anyone got an idea on how to change that?


    Thanks in advance.

  • pressing one button and the missiles keep fireing?
    thats not possible

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • probably they use flhook to make it possible

    signew.jpg


    cfmoddblogo.png5904.png5904.png
    http://www.moddb.com/scripts/topsite.php?ts=4766


    Only dead fish swim with the stream.
    Don't discuss with idiots. They only drag you down to their level and then beat you with experience there.


    This is ten percent luck,
    Twenty percent skill,
    Fifteen percent concentrated power of will,
    Five percent pleasure,
    Fifty percent pain,
    And a hundred percent reason to remember the name!

  • One of the mods that comes with the FLMM (Gundam Missile Mod) works... As in firing missiles continuously without rapidly & repeatedly pressing the ''fire'' button. Tho in SP it doesn`t use any ammo so i think it`s more more built as a gun.

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  • That's just a gun with missile projectile looks and autotarget...


    Still it looks the same for ppll... :D

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