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Spawn debris with custom missile possible?
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Oct 10, 2021 5:47 pm    Post subject:  Spawn debris with custom missile possible? Reply with quote  Mark this post and the followings unread

I am using missile pretend to be a cannon ball. The reason is speed of the ball is slower and more accurate from a long distance. Since it's a tall building (as twice of Eiffel tower) and long range. Just arcing=yes (high=yes veryhigh=yes) the cannon is most likely missed the target (stationary) you can test it on Grand cannon if shooting across the map eventually will missed a target.

It doesn't matter if I put as e weapon or warhead the debris won't come out.

Code:

[CannonMISL]
;UIName=NOSTR:Cannon Ball
Name=Cannon ball
Image=CANBALL
Strength=100
Category=AirPower
Insignificant=yes
Armor=magic
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=0
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=25
Owner=Russians,Confederation,Africans,Arabs
Cost=20
Points=20
ROT=4
Crewed=no
Explodes=no
GuardRange=30
AttachEffect.Animation=CANNONBALL
AttachEffect.Duration=-1
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=BombardAttack ;Taking off
ImmuneToPsionics=yes
NoShadow=no
Selectable=no
HealthBar.Hide=yes
Trainable=no
FlyBack=true
DontScore=yes
Missile.Custom=yes
Missile.PauseFrames=0
Missile.TiltFrames=0
Missile.PitchInitial=0.5
Missile.PitchFinal=0.5
Missile.TurnRate=0.1
Missile.RaiseRate=1
Missile.Acceleration=1.6
Missile.Altitude=768
Missile.Damage=200
Missile.EliteDamage=200
Missile.BodyLength=128
Missile.LazyCurve=yes
Missile.Weapon=CannonBallWeapon
Missile.EliteWeapon=CannonBallWeapon
;Missile.Warhead=CannonBallAP ;DMISLEWH
;Missile.EliteWarhead=CannonBallAP ;DMISLEWH
Missile.TrailerAnim=GREYSMOKEY
Missile.TrailerSeparation=2
ProtectedDriver=yes

[CannonBallAP]
CellSpread=1
PercentAtMax=.75
Wall=yes
Wood=yes
Verses=300%,200%,100%,150%,140%,130%,35%,15%,30%,60%,100%
Conventional=yes
InfDeath=3
AnimList=CannonBallEXP1,CannonBallEXP2 ;VTEXPLOD
ProneDamage=300%
Rocker=yes
MinDebris=5
MaxDebris=10
DebrisTypes=CannonBallShard,CannonBallShard2
DebrisMaximums=5,5


Anyone knows? Because this custom debris will make the weapon more majestic.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Oct 10, 2021 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

DebrisTypes doesn't work on WHs as far as I'm aware.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Oct 10, 2021 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
DebrisTypes doesn't work on WHs as far as I'm aware.


It's working on standard weapon.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Mon Oct 11, 2021 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried everything.

- Making missile opentopped so unit can fire that makes the debris when missile is close to the target. They don't fire at all regarding Openttoped is possible for AircraftTypes. Failed

- Making initial payload on missile so unit can spawn after hit and detonate which makes the debris. They don't spawn even Explodes=no and no deathweapon. Failed

- Making missile to fire it own weapon before hitting the ground to create debris. Nothing happened. Failed

Only thing that works is Airburst. Missile detonated at mid air above target and create small clusters which hitting the ground and create debris and I don't want that. Can I make the detonation shorter or nearly hit the ground not above target in mid air?

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