missle spread

does any one know what the line of code is that effects the spread of missles
5,967 views 7 replies
Reply #1 Top
what do you mean?
Reply #2 Top
As far as I know, missiles go directly for their assigned impact point on the target mesh, be it shield or hull, so the spread can't really be controlled. Sorry.
Reply #3 Top
Does the flag "SynchronizedTargeting TRUE" work for missiles? I've never tested it myself.
Reply #4 Top
well something i notcied how come when i attack a module the spread of missles is diffrent
Reply #5 Top
Because a module has many different impact points. If a missile barrage is targeted at a capital's side, it will hit differently than if it was targeted at the front. A missile barrage will not always hit the exact same place. Anyways, you were asking if there is a way to change the distance between impacts, it is based on the target's mesh and orientation. Missiles will hit farther apart on a broadside than against the bow.

Or, if by spread you mean the amount of missiles that are fired, then you can edit the number of shots per burst, the time between bursts, and the delay when swapping emitter points all in the ship's entity. The number of emitters is a mesh issue, but you already knew that.

If you want help with the above, then I'd love to help. Personally I'd go for a lot of emitters, a burst of one, and a large damage and delay between bursts to give that "OMGWTF RUN!" effect.

Too bad missiles can't swerve in flight.
Reply #6 Top
indeed, most weapons simply pick a random point on the hull/shield mesh to fire at (usualy on the 'side' of the attack).
Reply #7 Top
well i was meaning more if i ahd a burst of lets say 12 missiles why couldnt i have them spread out while traveling like a shot gun