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Is it me or does CustomMissile not work with Type=SpyPlane?
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 23, 2015 1:19 pm    Post subject:  Is it me or does CustomMissile not work with Type=SpyPlane? Reply with quote  Mark this post and the followings unread

Okay, so I have made the following unit:

Code:


;------------------------------------------------------------------------------
; Kamikaze plane
[FFLY]
UIName=Name:DRAGON
Name=Firefly

;----- Art -----
Image=YA7X

;----- Base stats -----
Strength=100
Sight=7
ConsideredAircraft=yes
;HunterSeeker=yes         ;setting this to yes causes the aircraft to fail firings its weapon (bug)

;----- Missile -----
Missile.Custom=yes
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0.0
Missile.PitchFinal=0.0
Missile.TurnRate=1.0
Missile.RaiseRate=0.0
Missile.Acceleration=5
Missile.Altitude=400
Missile.Damage=600
Missile.EliteDamage=600
Missile.BodyLength=150
Missile.LazyCurve=no
Missile.Warhead=KamikazeWH
Missile.EliteWarhead=KamikazeWH
Missile.TakeOffAnim=none
Missile.TrailerAnim=DURASMOKE
Missile.TrailerSeparation=3

;----- Controls -----
; Spawned/MissileSpawn make the aircraft not appear at all
;Spawned=yes
;MissileSpawn=yes
Selectable=no

;----- AI -----
Category=AirPower
ThreatPosed=100   ; This value MUST be 0 for all building addons

;----- Weapon -----
Primary=FireflyCollision   ;Needs a primary to even attack its target, otherwise will harmlessly crash into firing structure. SuicideBomb
;Secondary=SuicideBomb      ;FireflyCollision
DeathWeapon=SuicideBomb
Ammo=100;1
;PipScale=Ammo
Explodes=yes ; means it will fire DeathWeapon

;----- Armor -----
Armor=light
TypeImmune=yes
ImmuneToVeins=yes
ImmuneToPoison=yes
ImmuneToRadiation=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
Crushable=yes
Bombable=yes
Parasiteable=no
Warpable=yes
IgnoresFirestorm=yes         ; can move through active FS without harm

;----- Production -----
Owner=Alliance,Empire,Kingdom,Shogunate
TechLevel=-1
Cost=1000
AllowedToStartInMultiplayer=no
CrateGoodie=no

;----- Scoring -----
Points=50            ;20 missile

;----- Crew -----
Crewed=no
ProtectedDriver=yes

;----- Damage & destruction -----
DamageParticleSystems=SparkSys,SmallGreySSys
Explosion=CRIVEXP,CRIVEXP2
MaxDebris=0
Crashable=no

;----- Sounds -----
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
AuxSound1=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
MoveSound=PDPlaneMoveLoop

;----- Movement -----
Speed=25
ROT=3               ;16 HS
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;<- flying
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} ;<- missile
MovementZone=Fly
Landable=no
MoveToShroud=yes
PitchSpeed=.9
PitchAngle=0
FlightLevel=400


I gave this unit to a SW with Type=SpyPlane and mission "Attack".

It worked in ARES until I added the CustomMissile tags. I added those so I could customize the warhead, which was otherwise only possibly by using weapons.

Now I have added the custom missile tags and it does not work anymore.

To go into detail, if anyone cares, if I
a) give it no weapon, it will head for the SW structure* and disappear with no effect
b) if I give it a weapon, it will fly to its target, fire its weapon, then disappear. I know the obvious workaround would be to give it a Limbo weapon (which I have used before CustomMissiles was available), but since we have the option now to use CustomMissiles, I would like to know if it can be done properly or if I have to resort to workarounds.

i.e. the warhead NEVER detonates (and yes, it's in the Warheads list).
Does CustomMissile simply not compute with SW-spawned aircraft? Do I have to set a different SpyPlane.Mission?
Explosion and DeathWeapon get ignored too, but that is standard behaviour, which is (I think) enforced by Missile locomotor. DMISL, V3ROCKET still work fine with SpyPlane, it's just CustomMissiles that seem to bug out.

* I'm not sure if it is going for the SW structure, for base center or simply for the structure closest to its spawn location tbh, as all of these may have applied to the structure in question when I tested this.

Edit:
On that note, AI anti-aircraft defenses also don't attack aircraft with missile locomotor when spawned by an SW. Totally different issue, I know.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 23, 2015 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Missiles can only be be spawned by vehicles types. They do not work with aircraft or superweapons.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 23, 2015 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the vanilla missiles work with SWs, so I'm limited to editing DMISL/CMISL/V3. I can work with that.

Thanks for quick reply!

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Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Mar 23, 2015 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you try "Move" mission?

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Mon Mar 23, 2015 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found a workaround now, but I'll revert to previous code and try Move, ty.

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Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

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