no, because there's no way to prevent it from firing the torpedo while over land as well (afaik).
Though if you don't care about that, it could be easily done via a fitting firing anim (showing a dropping torpedo with a final water splash) and a delayed projectile launch to match the anim duration. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I would imagine LandTargeting=1 and NavalTargeting=5 would solve the problem of it firing at land. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I would imagine LandTargeting=1 and NavalTargeting=5 would solve the problem of it firing at land.
Those only check target's position, not the firer's. So as long as target is on water the firer would still try to launch a torpedo from land.
One way to get out of it is to use initial payloads with fake passenger that can only swim. _________________
I have a working torpedo bomber in D-day, it uses an Airburst/Splits weapon with the first stage being the torpedo dropping with a parachute. It then detonates when it hits the water & spawns a second stage that then attacks the target. _________________
I have a working torpedo bomber in D-day, it uses an Airburst/Splits weapon with the first stage being the torpedo dropping with a parachute. It then detonates when it hits the water & spawns a second stage that then attacks the target.
I'm not certain how it's done, but I'm pretty sure there's a way to make ballistic projectiles fall to the ground 2 cells from the firer. As I recall, it was an unintended outcome of one of the attempts to make a straight-firing cannonball. Anyone remember how that was achieved?
If that can be combined with Splits=, it might be a more ideal effect than parabombs. QUICK_EDIT
Two things I forget to mention, you need ProjectileRange= on the weapon to make it detonate just before it hits the water. Use AnimList=H2O_EXP3 on the warhead to make it look like it hit the water though.
Using Level=yes on the secondary stage also results in the torpedo working inconsistently, so you need to make a new torpedo weapon without it. _________________
[APSplash3]; for units whose missiles are having trouble hitting
CellSpread=.5
PercentAtMax=.8
Wall=yes
Wood=yes
Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100%
;Conventional=yes
InfDeath=3
AnimList=H2O_EXP3
ProneDamage=50%
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