Posted: Sat Dec 28, 2013 4:57 pm Post subject:
Custom Missile
Subject description: Goes through the target/Flies off the map
Good day! I am trying to make an anti-air and anti-ground unit with custom missile but:
When it attacks ground units it just passes through it and off the map.
For air units, it ignores the target and flies off the map.
Thanks for any help in advance
Here are my codes:
;Unit
[NEPH]
UIName=NOSTR:Nephilim
Name=Nephilim
Category=AFV
Prerequisite=YAWEAP,NAPSIS
Primary=NHLauncher
CanPassiveAquire=yes ; Won't try to pick up own targets
Spawns=NHROCKET
SpawnsNumber=1
SpawnRegenRate=200
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=no ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=550
Armor=light
TechLevel=7
Turret=yes
CrateGoodie=yes
Sight=7
Speed=6
Owner=YuriCountry
Cost=1000
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no
;spawned missile
[NHROCKET]
UIName=NOSTR:NH ROCKET
Name=NH Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=0
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=35
Owner=British,Americans,Alliance,Russians,Confederation,Arabs,YuriCountry,Germans,Africans
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM
AuxSound1=NHAttack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
FlyBack=true
Missile.Custom=yes
Missile.BodyLength=22
Missile.Damage=145
Missile.EliteDamage=180
Missile.Warhead=NEPHWH
Missile.EliteWarhead=NEPHWH
Missile.Acceleration=1
Missile.TurnRate=0.1
Missile.Altitude=2.7
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0.2
Missile.PitchFinal=0.0
Missile.RaiseRate=0.0
Missile.TakeOff=SMOKEY
Missile.TrailerAnim=SMOKEY
Missile.TrailerSeperation=0
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 28, 2013 5:10 pm Post subject:
Missile.PitchFinal=0.0
Missile.RaiseRate=0.0
And you're even asking for reasons?
EDIT: wait a second... this code might work for what I had in mind, lol. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 28, 2013 5:41 pm Post subject:
You can't really do direct unithitters with custommissiles, since they won't track their intended target.
Straight firing even with CMs looks bad due to the fact that the missile will fly into the cliffs and pass through them, like if they aren't there. And I couldn't get straightfirers hitting via such.
Your best bet is to go with proximity, putting an AttachEffect animation onto this missile, setting a deathweapon to the missile, and killing the missile with the animation. Or you can also go with a simple Dreadnaught set up, without LazyCurve and accept the curving at launch and hits. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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