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NCoder

Member Since 26 Sep 2008
Offline Last Active Aug 14 2017 05:45 PM

Posts I've Made

In Topic: Adding radiation for missile spawn type objects

07 September 2014 - 02:27 PM

Hi!
I know this topic has been dead for awhile, but since I have more insights, I hope it's okay if I share.
The method in order to achieve this effect can be gleaned from the remains of a feature in the rules that was left unimplemented in the game.

There should be a weapon called "V3Airburst", which you should either clone, or edit. Whichever you chose, add that weapon as the Primary of your spawned missile.

Then give that weapon the RadLevel you want the missile to have.

Next step, you need to edit the projectile used by V3Airburst (or your clone)... it uses a projectile (V3AirburstP) which has Image=none, which causes certain aircraft behaviour (spawned missiles are aircraft types, after all!) which does not work well with the missile locomotor. In order for your missile to fire the projectile, it should be a projectile considered ROT=0. Since Image=none is an override that makes the game consider a projectile to have greater-than-zero ROT when fired by aircraft, you need to either use a projectile (such as [Cannon]) that has no ROT, or simply replace Image=none on V3AirburstP with Image=NULL.

There you go! Your missile will now fire its Primary at the moment of impact, spreading radiation! Also consider that various other effects can be achieved with spawned missiles via this method! I personally use it (as was originally intended I think) to make V3's explode in mid-air and spread cluster ammunition. You can even give a spawned missile two different weapons, as 'payload' for different types of targets, creating the illusion of a vehicle spawning more than one type of missile, depending on the target, for example, a chemical warhead for when targeting infantry!
In case you are still reading this, please do not hesitate to contact me if anything is not working as intended or have issues understanding any of the instructions. :thumbsuphappy:


In Topic: Correct CATHOSP Palette

02 March 2014 - 02:05 PM

Well it does not look quite right in that one, but perhaps the graphic is really just that bad and there is no way to make it better via palettes.

ty for the quick reply.