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Help me with my dreadnought missiles they keep going back
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Twistedbrain72
Medic


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Fri Dec 11, 2020 5:49 am    Post subject:  Help me with my dreadnought missiles they keep going back Reply with quote  Mark this post and the followings unread

How to make my dmisl.vxl fly like a normal dmisl.vxl please help how to fix the error
problem is it keeps returning to the dreadnought how to make it hit the right target

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Dec 11, 2020 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

That shouldn't happen with the Dred missile's code.

Could you put it up? You might have broken something under [DMISL].

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BrowserTravel
Disk Thrower


Joined: 19 Oct 2020
Location: Somewhere else

PostPosted: Fri Dec 11, 2020 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want to ask, just post in Media Hut.

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Twistedbrain72
Medic


Joined: 20 Jan 2020
Location: Hiroshima Kure Japan

PostPosted: Fri Dec 11, 2020 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

How to fix the error i'm using my own custom dmisl.vxl send me your rules.ini and art.ini for checking if you have a code that fixes the error send if you don't send me your rules.ini
and and art.ini

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Dec 11, 2020 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

We can't fix it if you don't show what your missile code is, also this should've gone in the RA2 Editing forum as it has nothing to do with the voxel.

The original is as follows:
Code:
; Dreadnought Missile control ;SJM
DMislPauseFrames=20   ; How many frames the rocket pauses on the launcher before tilting
DMislTiltFrames=60    ; How many frames it takes for the missile to tilt to firing position
DMislPitchInitial=0   ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
DMislPitchFinal=0.5   ; Ending pitch of the missile after tilting up; now it fires
DMislTurnRate=0.08    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
DMislRaiseRate=1      ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
DMislAltitude=768     ; Cruising altitude in leptons: at this height missile BEGINS leveling off
DMislDamage=300       ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislEliteDamage=600       ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislBodyLength=128   ; The body of the rocket is this many leptons long
DMislLazyCurve=no     ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
DMislType=DMISL

; Dreadnought's Missile -- warhead invoked from code.  No weapons attached here.
[DMISL]
UIName=Name:DMISL
Name=Dread Missile
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=18;20
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=4
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=DreadnoughtAttack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
FlyBack=true
DontScore=yes

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Dec 11, 2020 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Custom missile needs Ares

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