in theory, changing the projectile should have allowed it to work like this, but thats not the case. sometimes it targets things via forcefire and fires, but it doesent really properly work.
and also the warhead, for pOsTeRiTy
[HoverfortressWH]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,85%,80%,60%,60%,50%,30%,90%,100%
Conventional=yes
Rocker=yes
InfDeath=5
AnimList=TSTIMPCT
Tiberium=yes
Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway.
CLDisableGreen=true
CLDisableRed=true
CombatLightSize=200%
ProneDamage=70% ; Presumes air burst QUICK_EDIT
Either give the unit "Turret=yes" or give its weapon "OmniFire=yes". Otherwise it'll only fire if it's directly facing the target, which can't be controlled very well. _________________ aka SavebearingBoss QUICK_EDIT
yep. omnifire didnt work but a dummy turret hacked it. it looks just about as stupid as you would expect a TS banshee indiscriminately firing dolphin waves to look, but i am pleased anyways. thanks.
yes, but the whole point is to use only existing game assets and rules entries so it works on rediculous map files.
ill probably end up using the subs torpedo SHP or some such thing.
by the way, is it possible to emulate the aircraft bombing straffe logic with jumpjet vehicles? _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
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