Posts by Czereptile

    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?:)

    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